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Show Your Ideal Weapons Table

[MENTION=87792]Neonchameleon[/MENTION] , can you give some ideas on what those abilities mean? Like, what, in your head, do Specialist or Improvised do?
Versatile - 2 handed weapon usable 1 handed. One of the two "high damage" options.
Specialist - High damage; a weapon few will master (like the greatbow)
Cutting or Smashing (+2 to damage against light armour)
Penetrating (+2 to hit against heavy armour)
Aerodynamic - may be used as a thrown weapon
Defensive - AC bonus
Reach - not needed for weapons that can't hit enemies next to you.
Entangling (e.g. Net or Garrotte). Grapple check.
Rapid Reload (Bow) - crossbows and slings are move or fire at best.
Light - for two weapon fighting
Concealed - Narrative power.
Improvised - Absolutely no bonus at all. Hitting someone round the face with a beer mug counts as an improvised 1 handed attack.
 

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Harlock

First Post
Versatile - 2 handed weapon usable 1 handed. One of the two "high damage" options.
Specialist - High damage; a weapon few will master (like the greatbow)
Cutting or Smashing (+2 to damage against light armour)
Penetrating (+2 to hit against heavy armour)
Aerodynamic - may be used as a thrown weapon
Defensive - AC bonus
Reach - not needed for weapons that can't hit enemies next to you.
Entangling (e.g. Net or Garrotte). Grapple check.
Rapid Reload (Bow) - crossbows and slings are move or fire at best.
Light - for two weapon fighting
Concealed - Narrative power.
Improvised - Absolutely no bonus at all. Hitting someone round the face with a beer mug counts as an improvised 1 handed attack.

"Smashing" weapons were very effective against certain heavy armors. Imagine being inside a tin can (plate mail) and someone hammering dents into it. Now there are places that rub you, poke you and maybe some sharper places that have cut into you that make it hard to even breathe, let alone move. If we're going to go into this level of detail, I think it should really go all in. I think this would be an excellent module for the simulationist gamer: individual weapons have different Attack Factors vs. Defense Factors of certain armors to represent just how well a mace works against plate while a slashing weapon glances off. Of course, I think another game already did this.
 


ren1999

First Post
Weapons Table


General Weapons Rules

Attacks to the head render the target unconscious on a critical hit at a called shot cost of attack-3.
Attacks to the arms weaken the target on a critical hit at a called shot cost of attack-2.
Attacks to the legs render the target slowed on a critical hit at a called shot cost of attack-1.

Unarmed and improvised attacks such as throwing a chair do 1d4 damage. Concealed weapons do extra damage if the attacker has a higher initiative roll than the target.
Long reach weapons are 2 handed but do only 1d6 damage as they provide +1 to AC by keeping enemies at bay.
Off-hand weapons do 1d6 or 1d8 damage depending on the size of the weapon and can be used 3 times per turn at 20th level.
A main weapon does 1d10 damage but can be only used a maximum of 2 standard actions at 20th level.
*remember that I propose that levels 15 through 19 only have a maximum of 4 standard actions or 1 reaction and 3 standard actions.
*only at 20th level max, can there be 5 standard actions. 2 main weapon attacks and 3 off-hand weapon attacks or 5 off-hand weapon attacks.
2 handed weapons do 2d6 damage -- two attacks max per turn.
Thrown weapons do 1d6 damage.
Sling ammo or short bow arrows do 1d6 damage.
Long bow arrows do 2d6 damage and can defeat heavy armor.
Hand crossbows do 1d8 damage.
Heavy crossbows do 1d10 damage.

Weapons

unarmed punch/bludgeoning
unarmed kick/bludgeoning
gauntlet/bludgeoning/off-hand
shield/bludgeoning/off-hand
sap/bludgeoning/off-hand/concealment surprise
pole-arm or scabbard/bludgeoning/off-hand
long staff/bludgeoning/2 handed
club/bludgeoning/main
great club/bludgeoning/2 handed
flail or nunchaku/bludgeoning/off-hand
mace/bludgeoning/main
large mace/bludgeoning/2 handed
small hammer/bludgeoning/concealed surprise
maul/bludgeoning/main
battle hammer or war hammer/bludgeoning/2 handed
spiked gauntlet/bludgeoning, piercing/off-hand
spiked chain/bludgeoning, piercing, grappling/off-hand
pick/bludgeoning, piercing/off-hand
spiked mace/bludgeoning, piercing/main
morningstar/bludgeoning, piercing/off-hand
dagger/off-hand/slashing, piercing/concealment surprise
spear/off-hand/piercing
lance or ranseur/2 handed/piercing/reach 10 feet/ac+1
trident/off-hand/piercing
short sword or wakizashi/off-hand/slashing and piercing
garrote/2 handed/grappling/slashing
sickle or kama/slashing/off-hand
glaive or naginata/2 handed/slashing/reach 10 feet/ac+1
hand axe/main/slashing
battleaxe or war axe/2 handed/slashing
bastard sword/2 handed/slashing
rapier/main/slashing and piercing
long sword/main/slashing and piercing
falchion/main/slashing and piercing
guisarme or halberd/2 handed/slashing or piercing/reach 10 feet/ac+1
thrown dagger/ranged/piercing/concealment surprise
thrown axe/ranged/piercing
thrown spear/ranged/piercing
javelin/ranged/piercing
bolas/ranged/grappling
sling/ranged/bludgeoning
small bow/ranged/piercing
long bow/ranged/piercing
hand crossbow/off-hand/ranged/piercing
large crossbow/ranged/piercing
whip/grappling/ranged/piercing
net/grappling
improvised weapons


The main goal here is to make each weapon attractive for its own reasons to accommodate the fighting style of the character.
If one weapon affords an ac+1 defense, then it should trade off for less damage.
If a weapon does more damage, then it should trade off for no shield or off-hand strikes, which also means fewer standard action choices. That means the damage reward for 2 handed weapons will probably need to be a little higher for a better tradeoff.
I'm open to any suggestions, changes with the weapons table. Any ideas not brought forward?
 
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Remathilis

Legend
Is there a difference between a maul and a hammer?

Size.

Wahammer
Warhammer-Online-Weapons.jpg


Maul
Charr_Maul.jpg
 

calprinicus

First Post
Melee

1d4+str brawling
1d6+str light
1d8+str 1 handed
1d10+str 2 handed

Ranged

2d4 thrown (javalin, hammer, knife)
2d6 2-handed bow
2d8 2-handed firearm / crossbow (requires reload)

Melee uses 1 dice to determine damage, since Str is added to damage.
Ranged uses 2 dice to determine damage since no Str is added.
I find this tends to balance the field.
 

Sanglorian

Adventurer
Cleric 1d8 (1d6 ranged, unarmed or improvised)
Fighter 1d10 (1d8 ranged, unarmed or improvised)
Thief 1d8 (1d6 ranged, unarmed or improvised)
Wizard 1d6 (1d4 ranged, unarmed or improvised)

I'm being cheeky but I think class-based damage works really well and it's very simple and flexible. Weapons could still have tags (Precise—use Dex instead of Str, Reach—+1 square reach, etc.) to give them variety if you haven't picked up a standard-issue longsword.
 


ren1999

First Post
I like your idea of str mod+1 dice, and 2 dice ranged weapons.
Please critique. I think the staff and club should do less damage than the hammer and mace, but how much less damage?



Weapons Table


Weapons

unarmed punch/bludgeoning/1d4+str mod
unarmed kick/bludgeoning/1d4+str mod
gauntlet/bludgeoning/off-hand/1d6+str mod
shield/bludgeoning/off-hand/1d6+str mod
small club/bludgeoning/off-hand/concealment surprise/1d6+str mod
pole-arm or scabbard/bludgeoning/off-hand/1d6+str mod
long staff/bludgeoning/2 handed/1d12+str mod
club/bludgeoning/main/1d10+str mod
great club/bludgeoning/2 handed/1d12+str mod
flail or nunchaku/bludgeoning/off-hand/1d8+str mod
mace/bludgeoning/main/1d10+str mod
large mace/bludgeoning/2 handed/1d12+str mod
small hammer/bludgeoning/concealed surprise/1d6+str mod
battle hammer or war hammer/bludgeoning/main/1d10+str mod
maul/bludgeoning/2 handed/1d12+str mod
spiked gauntlet/bludgeoning, piercing/off-hand/1d8+str mod
spiked chain/bludgeoning, piercing, grappling/off-hand/1d6+str mod
pick/bludgeoning, piercing/main/1d10+str mod
spiked mace/bludgeoning, piercing/main/1d10+str mod
morningstar/bludgeoning, piercing/off-hand/1d8+str mod
dagger/off-hand/slashing, piercing/concealment surprise/1d6+str mod
spear/main/piercing/1d10+str mod
lance or ranseur/2 handed/piercing/reach 10 feet/ac+1/1d6+str mod
trident/off-hand/piercing/1d8+str mod
short sword or wakizashi/off-hand/slashing and piercing/1d8+str mod
garrote/2 handed/grappling/slashing/1d12+str mod
sickle or kama/slashing/off-hand/1d8+str mod
glaive or naginata/2 handed/slashing/reach 10 feet/ac+1/1d6+str mod
hand axe/main/slashing/1d10+str mod
battleaxe or war axe/2 handed/slashing/1d12+str mod
bastard sword/2 handed/slashing/1d12+str mod
rapier/main/slashing and piercing/1d10+str mod
long sword/main/slashing and piercing/1d10+str mod
falchion/main/slashing and piercing/1d10+str mod
guisarme or halberd/2 handed/slashing or piercing/reach 10 feet/ac+1/1d6+str mod
thrown dagger/ranged/piercing/concealment surprise/1d6+str mod
thrown axe/ranged/piercing/1d6+str mod
thrown spear/ranged/piercing/1d10+str mod
javelin/ranged/piercing/1d6+str mod
bolas/ranged/grappling/1d6+str mod
sling/ranged/bludgeoning/1d6+str mod
short bow/ranged/piercing/2d6
long bow/ranged/piercing/2d10
hand crossbow/off-hand/ranged/piercing/2d8
heavy crossbow/ranged/piercing/2d12
whip/grappling/ranged/piercing/1d4+str mod
net/grappling/1d0
improvised weapons/1d4+str mod

Optional Weapons Rules

Attacks to the head render the target unconscious on a critical hit at a called shot cost of attack-3.
Attacks to the arms weaken the target on a critical hit at a called shot cost of attack-2.
Attacks to the legs render the target slowed on a critical hit at a called shot cost of attack-1.
 
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