Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
Should the game have extensive weapon lists?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="steeldragons" data-source="post: 7086376" data-attributes="member: 92511"><p>In the spirit of "How many/few weapons can you get away with in the game," how many categories of weapons do people feel are necessary to give the weapons some "in play" differentiations that matter? </p><p></p><p>In other words, I don't necessarily see the need for, for example, short swords and falchions and cutlasses and [even] scimitars if each and every one of them are just "d6 slashing damage" and all "light." That makes them all the same weapon, truly. So why have 3 if 1 will do. Then just visualize/describe the "short" easily-wielded blade however you want (single-edged, double-edged, slightly curved, gladius-like leaf shape, pommel or no, hand guard or no, etc... etc...)</p><p></p><p>What categories of weapons do we "need" to make the weapon choices distinct, mechanically, even if it -in meta-game terms- is a minute difference?</p><p></p><p>I tend to work with:</p><ul> <li data-xf-list-type="ul">Weight: <strong>Light</strong> and <strong>Heavy</strong>. You really don't need a "medium" because if something <em>isn't </em>light and it <em>isn't</em> heavy, then it's just "normal." Differences: Light weapons -by definition- may be used one to each hand for "dual-wielding"f fighting styles. Heavy weapons require two-hands, hence automatically "no shield" and -if you want a more minutia mechanical difference- go last (or at least receive some kind of penalty) on initiative in exchange for higher damage.</li> <li data-xf-list-type="ul">Hands: <strong>Versatile</strong> and <strong>Two-handed</strong>: If it's not "able to be used with two-hands sometimes" [for increased damage] or "needs to be two-handed all of the time," then obviously, it's single handed. Differences: self explanatory.</li> <li data-xf-list-type="ul">Type: <strong>Missile</strong> [or "Ranged"] and <strong>Melee</strong> [my version of "Martial" weapons]. kinda self-explanatory. If it's not able firing missiles or used predominantly by throwing, it's not a missile weapon. Melee weapons are the big clunky things you need special training or experience to use properly in hand-to-hand combat. If it's not a Missile or Melee weapon then it's obviously a "simple" [per 5e parlance] or "peasant" weapon that just about anyone could pick up and use effectively.</li> <li data-xf-list-type="ul">Damage: <strong>Blunt</strong> [or "bludgeoning" if you prefer],<strong> Slashing</strong>, <strong>Piercing</strong>: and potentially combinations thereof, depending on the weapon, either "half & half" -as a morningstar dealing damage that is bludgeoning and piercing at the same time- or an option for the player for the type of damage they'd like to inflict -as a spear or halberd might be used to pierce or slash. Fairly self-explanatory stuff.</li> </ul><p></p><p>Then there are a few descriptors that might be tacked on to any combination of the above:</p><ul> <li data-xf-list-type="ul"><strong>Thrown:</strong> the weapon is light or balanced enough that it <em>can be</em> thrown effective enough to deal damage. Some things, like a javelin, is automatically thrown in its normal use, but a hammer or dagger doesn't<em> have </em>to be.</li> <li data-xf-list-type="ul"><strong>Reach:</strong> a hand-held weapon that can strike someone more than your immediate neighbor. Usually I just bump it to 10 feet, almost always with a two-hands necessary. Those that like to get into the nitties and gritties of historical pole-arms might find/have different/farther reaches. This is not to say an enemy must be that far away to hit them, only that -if they wish- the PC can effectively hit/potentially damage someone at that extended "reach." For ease of play, I tend to just use 10' across the board...unless it's a pike, I guess. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></li> <li data-xf-list-type="ul"><strong>*Special:</strong> kinda lazy [on my part] catchall for anything a weapon can do that's<em> not </em>damage. Nets or whips can or may *entangle, for example. Perhaps a large battle axe or two-handed sword provides an AC bonus from "cover," etc...</li> </ul><p></p><p>I think that suitably covers everything (unless there's something obvious I'm just missing/forgetting at the moment) without being unnecessarily complicated or arcanely obscure. </p><p></p><p>What do people think? What other categorical terms do you use or prefer or just plain want in the game for more mechanical distinctions?</p></blockquote><p></p>
[QUOTE="steeldragons, post: 7086376, member: 92511"] In the spirit of "How many/few weapons can you get away with in the game," how many categories of weapons do people feel are necessary to give the weapons some "in play" differentiations that matter? In other words, I don't necessarily see the need for, for example, short swords and falchions and cutlasses and [even] scimitars if each and every one of them are just "d6 slashing damage" and all "light." That makes them all the same weapon, truly. So why have 3 if 1 will do. Then just visualize/describe the "short" easily-wielded blade however you want (single-edged, double-edged, slightly curved, gladius-like leaf shape, pommel or no, hand guard or no, etc... etc...) What categories of weapons do we "need" to make the weapon choices distinct, mechanically, even if it -in meta-game terms- is a minute difference? I tend to work with: [LIST] [*]Weight: [B]Light[/B] and [B]Heavy[/B]. You really don't need a "medium" because if something [I]isn't [/I]light and it [I]isn't[/I] heavy, then it's just "normal." Differences: Light weapons -by definition- may be used one to each hand for "dual-wielding"f fighting styles. Heavy weapons require two-hands, hence automatically "no shield" and -if you want a more minutia mechanical difference- go last (or at least receive some kind of penalty) on initiative in exchange for higher damage. [*]Hands: [B]Versatile[/B] and [B]Two-handed[/B]: If it's not "able to be used with two-hands sometimes" [for increased damage] or "needs to be two-handed all of the time," then obviously, it's single handed. Differences: self explanatory. [*]Type: [B]Missile[/B] [or "Ranged"] and [B]Melee[/B] [my version of "Martial" weapons]. kinda self-explanatory. If it's not able firing missiles or used predominantly by throwing, it's not a missile weapon. Melee weapons are the big clunky things you need special training or experience to use properly in hand-to-hand combat. If it's not a Missile or Melee weapon then it's obviously a "simple" [per 5e parlance] or "peasant" weapon that just about anyone could pick up and use effectively. [*]Damage: [B]Blunt[/B] [or "bludgeoning" if you prefer],[B] Slashing[/B], [B]Piercing[/B]: and potentially combinations thereof, depending on the weapon, either "half & half" -as a morningstar dealing damage that is bludgeoning and piercing at the same time- or an option for the player for the type of damage they'd like to inflict -as a spear or halberd might be used to pierce or slash. Fairly self-explanatory stuff. [/LIST] Then there are a few descriptors that might be tacked on to any combination of the above: [LIST] [*][B]Thrown:[/B] the weapon is light or balanced enough that it [I]can be[/I] thrown effective enough to deal damage. Some things, like a javelin, is automatically thrown in its normal use, but a hammer or dagger doesn't[I] have [/I]to be. [*][B]Reach:[/B] a hand-held weapon that can strike someone more than your immediate neighbor. Usually I just bump it to 10 feet, almost always with a two-hands necessary. Those that like to get into the nitties and gritties of historical pole-arms might find/have different/farther reaches. This is not to say an enemy must be that far away to hit them, only that -if they wish- the PC can effectively hit/potentially damage someone at that extended "reach." For ease of play, I tend to just use 10' across the board...unless it's a pike, I guess. ;) [*][B]*Special:[/B] kinda lazy [on my part] catchall for anything a weapon can do that's[I] not [/I]damage. Nets or whips can or may *entangle, for example. Perhaps a large battle axe or two-handed sword provides an AC bonus from "cover," etc... [/LIST] I think that suitably covers everything (unless there's something obvious I'm just missing/forgetting at the moment) without being unnecessarily complicated or arcanely obscure. What do people think? What other categorical terms do you use or prefer or just plain want in the game for more mechanical distinctions? [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Should the game have extensive weapon lists?
Top