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?