You forgot how.
What makes it on the list (and why if you like) and what gets chucked to the side right from the start?
1d4.
1d6.
1d8.
1d10.
1d12.
Good list except I'd lose Whip and Net (both are irrelevant in my experience); somehow combine Staff, Polearm, and Lance into two; and add Garotte, Dagger/Knife (distinct enough from Shortsword to warrant its own entry) and a catch-all entry for the various Monk-ish weapons e.g. jo stick, etc. I'd also add Fist to Hand Load, Sap to Club, and Goupilla to Flail just to note their existence.My K.I.S.S. list of weapons:
- Short Blade
- Long Blade
- 2 Hand Blade
- Hand/Throwing Axe
- 2 Hand Axe
- Club
- 2 Hand Club
- Mace/Hammer/Morningstar
- 2 Hand Mace/Hammer/Morningstar
- Flail
- Whip
- Net/Entangler
- Hand Load/Kosh/Gauntlet
- Staff
- Javelin/Spear
- Polearm
- Lance
- Bow
- Crossbow
- Sling
- Sm. Thrown
- Improvised

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.