Quartz
Hero
I think that the weapons should indeed be abstracted. Consider that a weapon is simply SFX for doing damage. Here's what I'm considering:
All weapons do damage equal to your current HD: if you're currently a barbarian, your dagger does 1d12; if you're currently a mage, your 2H sword does 1d4. Monks get an Insight bonus of +1 per 2 levels with their natural attacks. Rationale: no longer have to look up damage types or guestimate them for improvised weapons. KISS.
If you use your weapon 1 handed, you add 1x strength, no matter which arm. If you're using 2 weapons, each gets 1x Str. If you use a weapon 2-handed, you add 2x strength (or negate any Str penalty), even if it's a dagger. Think of the old woman stabbing someone with a stilletto held in both hands. Power Attack goes with Str. Rationale: simple!
Criticals: normal weapons do not threaten criticals. Masterwork weapons threaten a critical on a 20. Rationale: increases survivability of PCs because mooks won't be critting them (that minotaur with the maul won't be doing 80 HP damage), makes Masterwork weapons good treasure. Monsters may take the Improved Natural Attack feat to be able to threaten criticals with natural attacks. Monks have a threat range equal to their Ki Strike ability. Magic weapons have a threat range equal to their plus, so a +4 weapon threatens on a 17-20. All criticals do x2 damage (this is toned down from earlier). Characters can take the Improved Critical feat to do x3 damage. Rationale: restores somewhat the balance between spellcasters and combatants at high levels, makes higher plus magic weapons special again.
Example: Brod the Barbarian is wielding 2 +3 daggers and has Str 20 and the Improved Critical Feat. He does 1d12 + 8 damage with a 18-20/x3 crit with each weapon. Later Brod loses one of his daggers and becomes enraged (+4 Str) and Power Attacks for 10 points holding his remaining dagger in both hands. He does 1d12 + 37 on a successful hit; he would do 114-147 on a successful critical.
All weapons do damage equal to your current HD: if you're currently a barbarian, your dagger does 1d12; if you're currently a mage, your 2H sword does 1d4. Monks get an Insight bonus of +1 per 2 levels with their natural attacks. Rationale: no longer have to look up damage types or guestimate them for improvised weapons. KISS.
If you use your weapon 1 handed, you add 1x strength, no matter which arm. If you're using 2 weapons, each gets 1x Str. If you use a weapon 2-handed, you add 2x strength (or negate any Str penalty), even if it's a dagger. Think of the old woman stabbing someone with a stilletto held in both hands. Power Attack goes with Str. Rationale: simple!
Criticals: normal weapons do not threaten criticals. Masterwork weapons threaten a critical on a 20. Rationale: increases survivability of PCs because mooks won't be critting them (that minotaur with the maul won't be doing 80 HP damage), makes Masterwork weapons good treasure. Monsters may take the Improved Natural Attack feat to be able to threaten criticals with natural attacks. Monks have a threat range equal to their Ki Strike ability. Magic weapons have a threat range equal to their plus, so a +4 weapon threatens on a 17-20. All criticals do x2 damage (this is toned down from earlier). Characters can take the Improved Critical feat to do x3 damage. Rationale: restores somewhat the balance between spellcasters and combatants at high levels, makes higher plus magic weapons special again.
Example: Brod the Barbarian is wielding 2 +3 daggers and has Str 20 and the Improved Critical Feat. He does 1d12 + 8 damage with a 18-20/x3 crit with each weapon. Later Brod loses one of his daggers and becomes enraged (+4 Str) and Power Attacks for 10 points holding his remaining dagger in both hands. He does 1d12 + 37 on a successful hit; he would do 114-147 on a successful critical.