Kerrick
First Post
The main reason I'm doing this is that weapon groups are more realistic than "All simple and martial" – no fighter has time to learn how to use all those weapons, let alone train with them. They're going to pick one or two weapons and learn those; a weapon group simulates that if the fighter knows how to use one weapon, he would know how to use those of a similar type – either through training, or simply because they're pretty much the same and, even if he's never seen one before, he can pick it up, swing it around a few times, and get a pretty good idea of how it works.
Peasant weapons are kind of the exception to this rule. These weapons were chosen because they're all things that a commoner would be able to use, and would have at hand – clubs, sickles, pitchfork, knives, etc. They're all simple weapons anyway – it's just that the list got trimmed down a bit - heavy crossbows are a soldier's weapon, as are javelins, and while heavy maces aren't much different than light ones, you don't see too many commoners using them - they're too heavy.
Axes: battle axe, hand axe, dwarven waraxe, greataxe, pick (light/heavy)
Bows: Short, long, composite
Crossbows: hand, heavy, light, repeating
Hammers and Maces: Flail (light/heavy), greatclub, light hammer, mace (light/heavy), morningstar, sap, warhammer
Light blades: Dagger, punching dagger, kukri, rapier, sai, short sword
Large blades: Bastard sword, falchion, greatsword, longsword, scimitar
Monk: Kama, nunchaku, quarterstaff, sai, shuriken, siangham
Peasant: Club, crossbow (light), dagger, dart, light mace, quarterstaff, morningstar, sickle, sling, spear (normal, short)
Rogue: Dagger, dart, hand crossbow, rapier, sap, short bow, short sword
Shields: Shields, spiked shields
Small Thrown: Dagger, dart, shuriken, throwing axe
Spears and Polearms: Javelin, spear (all), glaive, guisarme, halberd, ranseur, scythe, trident
Whips and chains: Whip, spiked chain
How this works is, instead of granting, say, "All simple and martial weapons" you get a number of weapon groups. High BAB (barbarian, fighter*, paladin, ranger) get 3 groups; mid-BAB (bard, cleric, druid, rogue) get two, and low BAB (sorcerer, wizard) get one.
*Fighters actually get 4 groups, since they are the generic "master of weapons and fighting" class, and don't get any special class abilities.
When multiclassing, you can choose one weapon group from the new class, subject to the restrictions noted below.
In some cases, this obviates specific lists of weapons but those classes get specific weapon groups instead, which gives them more or less the same weapons (mages actually get a better range of choices, and druids lose the scimitar). If you want to use a weapon that's not in one of your groups, you take the usual -4 nonproficiency penalty. You can take a feat to gain a new weapon group.
There is, obviously, some overlap here – spears, for example, are in both the Peasant group and the Spears and Poleams group. This is mainly because they fit in both groups.
A few weapons aren't in a group – most of them are exotic, and are too odd to fit into a specific group. As before, you have to take a feat to gain proficiency with them, because they are so strange. Some groups have exotic weapons in them – Crossbows, Heavy Blades, Monkish, Small Thrown, and Whips and Chains. Unless you specifically get that group as a class proficiency, you have to have a martial class (high BAB) to take that group.
So how it works out is this:
Bard: Rogue and Peasant
Barbarian: Any three
Cleric: Any two from: Bows, Crossbows, Hammers and Maces, Peasant, Shields, Spears and Polearms
Druids: Bows and Peasant
Fighter: Any three
Monks: Monk and Peasant
Ranger: Any three
Rogues: Rogue and Peasant
Sorcerers/Wizards: Peasant
NPC Classes
Adept: Peasant
Aristocrat: Any two from: Axes, Bows, Hammers and Maces, Light Blades, Large Blades
(This list was cut down to simulate the fact that most aristocrats wouldn't be caught dead with a "peasant" weapon - a crossbow, or any weapon from the Peasant group. They have a mid-level BAB, but get all Simple and Martial, which is an odd dichotomy - they should've just gotten a limited list.)
Commoner: Peasant
Expert: Peasant
Warrior: Any three.
Peasant weapons are kind of the exception to this rule. These weapons were chosen because they're all things that a commoner would be able to use, and would have at hand – clubs, sickles, pitchfork, knives, etc. They're all simple weapons anyway – it's just that the list got trimmed down a bit - heavy crossbows are a soldier's weapon, as are javelins, and while heavy maces aren't much different than light ones, you don't see too many commoners using them - they're too heavy.
Axes: battle axe, hand axe, dwarven waraxe, greataxe, pick (light/heavy)
Bows: Short, long, composite
Crossbows: hand, heavy, light, repeating
Hammers and Maces: Flail (light/heavy), greatclub, light hammer, mace (light/heavy), morningstar, sap, warhammer
Light blades: Dagger, punching dagger, kukri, rapier, sai, short sword
Large blades: Bastard sword, falchion, greatsword, longsword, scimitar
Monk: Kama, nunchaku, quarterstaff, sai, shuriken, siangham
Peasant: Club, crossbow (light), dagger, dart, light mace, quarterstaff, morningstar, sickle, sling, spear (normal, short)
Rogue: Dagger, dart, hand crossbow, rapier, sap, short bow, short sword
Shields: Shields, spiked shields
Small Thrown: Dagger, dart, shuriken, throwing axe
Spears and Polearms: Javelin, spear (all), glaive, guisarme, halberd, ranseur, scythe, trident
Whips and chains: Whip, spiked chain
How this works is, instead of granting, say, "All simple and martial weapons" you get a number of weapon groups. High BAB (barbarian, fighter*, paladin, ranger) get 3 groups; mid-BAB (bard, cleric, druid, rogue) get two, and low BAB (sorcerer, wizard) get one.
*Fighters actually get 4 groups, since they are the generic "master of weapons and fighting" class, and don't get any special class abilities.
When multiclassing, you can choose one weapon group from the new class, subject to the restrictions noted below.
In some cases, this obviates specific lists of weapons but those classes get specific weapon groups instead, which gives them more or less the same weapons (mages actually get a better range of choices, and druids lose the scimitar). If you want to use a weapon that's not in one of your groups, you take the usual -4 nonproficiency penalty. You can take a feat to gain a new weapon group.
There is, obviously, some overlap here – spears, for example, are in both the Peasant group and the Spears and Poleams group. This is mainly because they fit in both groups.
A few weapons aren't in a group – most of them are exotic, and are too odd to fit into a specific group. As before, you have to take a feat to gain proficiency with them, because they are so strange. Some groups have exotic weapons in them – Crossbows, Heavy Blades, Monkish, Small Thrown, and Whips and Chains. Unless you specifically get that group as a class proficiency, you have to have a martial class (high BAB) to take that group.
So how it works out is this:
Bard: Rogue and Peasant
Barbarian: Any three
Cleric: Any two from: Bows, Crossbows, Hammers and Maces, Peasant, Shields, Spears and Polearms
Druids: Bows and Peasant
Fighter: Any three
Monks: Monk and Peasant
Ranger: Any three
Rogues: Rogue and Peasant
Sorcerers/Wizards: Peasant
NPC Classes
Adept: Peasant
Aristocrat: Any two from: Axes, Bows, Hammers and Maces, Light Blades, Large Blades
(This list was cut down to simulate the fact that most aristocrats wouldn't be caught dead with a "peasant" weapon - a crossbow, or any weapon from the Peasant group. They have a mid-level BAB, but get all Simple and Martial, which is an odd dichotomy - they should've just gotten a limited list.)
Commoner: Peasant
Expert: Peasant
Warrior: Any three.
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