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General Tabletop Discussion
*Pathfinder & Starfinder
Weapons: What Are They Good For?
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<blockquote data-quote="fuindordm" data-source="post: 5862662" data-attributes="member: 5435"><p>In my AD&D campaign, which ditches weapon vs. armor tables, but tries to recover some of the impact. The rules below are mostly AD&D core.</p><p></p><ul> <li data-xf-list-type="ul"><strong>Spear/Polearm:</strong> Wins initiative on 1st round, x2 damage when set for charge. Great against dumb, weaponless monsters.</li> <li data-xf-list-type="ul"><strong>Light Sword/Dagger</strong> Gets first attack and sometimes an extra attack against heavy weapons, if initiative is tied (on a d6).</li> <li data-xf-list-type="ul"><strong>Heavy Sword/Axe</strong> Good damage, no special rules.</li> <li data-xf-list-type="ul"><strong>Mace/Axe:</strong> Mace gets +1 to hit vs. heavy armor.</li> <li data-xf-list-type="ul"><strong>Dagger:</strong> Slash or throw two/round. Use when grappled. See also light sword. Excellent backup weapon for all these reasons.</li> <li data-xf-list-type="ul"><strong>Bow:</strong> Rapid fire.</li> <li data-xf-list-type="ul"><strong>Crossbow:</strong> +2 to hit vs. medium or heavy armor, higher damage than a bow, can reach medium and long range in confined spaces.</li> </ul><p></p><p>This is a bit fiddly, but I liked it. I think 3E also did a pretty good job of differentiating the major categories, although it relied too much on threat range. Really, there's no significant difference between 20/x3 and 19-20/x2. What would have been more interesting is giving the weapon types different special effects on crits.</p></blockquote><p></p>
[QUOTE="fuindordm, post: 5862662, member: 5435"] In my AD&D campaign, which ditches weapon vs. armor tables, but tries to recover some of the impact. The rules below are mostly AD&D core. [LIST] [*][B]Spear/Polearm:[/B] Wins initiative on 1st round, x2 damage when set for charge. Great against dumb, weaponless monsters. [*][B]Light Sword/Dagger[/B] Gets first attack and sometimes an extra attack against heavy weapons, if initiative is tied (on a d6). [*][B]Heavy Sword/Axe[/B] Good damage, no special rules. [*][B]Mace/Axe:[/B] Mace gets +1 to hit vs. heavy armor. [*][B]Dagger:[/B] Slash or throw two/round. Use when grappled. See also light sword. Excellent backup weapon for all these reasons. [*][B]Bow:[/B] Rapid fire. [*][B]Crossbow:[/B] +2 to hit vs. medium or heavy armor, higher damage than a bow, can reach medium and long range in confined spaces. [/LIST] This is a bit fiddly, but I liked it. I think 3E also did a pretty good job of differentiating the major categories, although it relied too much on threat range. Really, there's no significant difference between 20/x3 and 19-20/x2. What would have been more interesting is giving the weapon types different special effects on crits. [/QUOTE]
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Weapons: What Are They Good For?
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