Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
Weapons you wished you'd see sometimes.
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Phlebas" data-source="post: 3306088" data-attributes="member: 23810"><p>3 solutions i can think of</p><p></p><p>1 - Mechanical. Make a lot more use of DR / Slashing, Piercing, Bludgeoning to encourage variation. Some of the weirder weapons might get around this (eg the bec-de-corbin was a right angled spike on a pole-arm designed to penetrate armours so would ignore DR/Bludgeoning)</p><p></p><p>2 - Flavour</p><p></p><p>Make weapons culturally significant. If 'everyone' knows that long-swords are used by the Evil Empire of the north, then just wearing one in public would give you a serious problem in social circumstances (unless you have a long story about killing an enemy leader). Equally a Halberd might be only issued to army veterans and so would grant you instant respect - (unless you're a foreigner and so must have gained it from looting the battlefield). Rapier would instantly identify you as a soft southern city dweller, bastard swords would instantly make you a feared tuscan raider, Scimitars are only used by nobles in the service of the king, war hammers are used by revolting peasants... </p><p>You can even make it vary locally (in one city-state all cross bows are banned after the death of the Princes son in a sporting accident). </p><p></p><p>And also apply it to races - Dwarves will look with suspicion on any of their kind not using an axe since the last great war of independence granted them the right to wear one in the human lands without hindrance, Elves without bows are treated with contempt in the elven forests. ("what are you, some kind of Half-Elf?") Every halfling clan has its own dagger type (variations on punching, normal & kukri) with different designs that instantly identify your origins to another halfling.</p><p></p><p>Of course, this means that magic items will be created based on this list, so expect to find lots of magic rapiers in the cities, magic halberds presented to heroic soldiers, etc etc with non-regional weapons being in very short supply (and possibly not even being made except where common so you can't even create your own magic item)</p><p></p><p>You could do the same thing with armour as well, to try and encourage a bit of variety in some of the medium armours. (you could use that as a bit of balancing as well - "yes, everyone knows that the great-axe is used by Veltan tribesmen, but they only use breastplates because plate is for wimps!")</p><p></p><p>10 minutes with a photocopy of the equipment list and a marker should sort it out, but make sure the players get a copy when creating characters or they'll be a bit annoyed they've spent three feats on using a lasso, that instantly identifies them as a sand-pirate....</p><p></p><p>Oh, and make sure you give a few choices to each region, even if one is stereotypical, so you don't end up with too many clones</p><p></p><p>3 - Setting</p><p></p><p>If you mix and match City / wilderness adventures then make Med / Heavy armour, shields & two-handed weapons prohibited in a city. Ensures even the tanks have a back up plan.</p></blockquote><p></p>
[QUOTE="Phlebas, post: 3306088, member: 23810"] 3 solutions i can think of 1 - Mechanical. Make a lot more use of DR / Slashing, Piercing, Bludgeoning to encourage variation. Some of the weirder weapons might get around this (eg the bec-de-corbin was a right angled spike on a pole-arm designed to penetrate armours so would ignore DR/Bludgeoning) 2 - Flavour Make weapons culturally significant. If 'everyone' knows that long-swords are used by the Evil Empire of the north, then just wearing one in public would give you a serious problem in social circumstances (unless you have a long story about killing an enemy leader). Equally a Halberd might be only issued to army veterans and so would grant you instant respect - (unless you're a foreigner and so must have gained it from looting the battlefield). Rapier would instantly identify you as a soft southern city dweller, bastard swords would instantly make you a feared tuscan raider, Scimitars are only used by nobles in the service of the king, war hammers are used by revolting peasants... You can even make it vary locally (in one city-state all cross bows are banned after the death of the Princes son in a sporting accident). And also apply it to races - Dwarves will look with suspicion on any of their kind not using an axe since the last great war of independence granted them the right to wear one in the human lands without hindrance, Elves without bows are treated with contempt in the elven forests. ("what are you, some kind of Half-Elf?") Every halfling clan has its own dagger type (variations on punching, normal & kukri) with different designs that instantly identify your origins to another halfling. Of course, this means that magic items will be created based on this list, so expect to find lots of magic rapiers in the cities, magic halberds presented to heroic soldiers, etc etc with non-regional weapons being in very short supply (and possibly not even being made except where common so you can't even create your own magic item) You could do the same thing with armour as well, to try and encourage a bit of variety in some of the medium armours. (you could use that as a bit of balancing as well - "yes, everyone knows that the great-axe is used by Veltan tribesmen, but they only use breastplates because plate is for wimps!") 10 minutes with a photocopy of the equipment list and a marker should sort it out, but make sure the players get a copy when creating characters or they'll be a bit annoyed they've spent three feats on using a lasso, that instantly identifies them as a sand-pirate.... Oh, and make sure you give a few choices to each region, even if one is stereotypical, so you don't end up with too many clones 3 - Setting If you mix and match City / wilderness adventures then make Med / Heavy armour, shields & two-handed weapons prohibited in a city. Ensures even the tanks have a back up plan. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Weapons you wished you'd see sometimes.
Top