med stud said:
I think weapons should be divided into sizes and types and deal damage based on that. The variation then comes from feats, talents and magic.
Short sword -Small, piercing- 1d6 damage
Machete -Small, slashing- 1d6 damage
Longsword -Medium, slashing- 1d8 damage
Warspear -Medium, piercing- 1d8 damage
I suspect that I'm fairly alone in wanting more simplification though
It's fairly short, so I'll just reprint the relevant section from Grim Tales:
Simple Melee Weapons
The standard simple melee weapon has the following statistics:
Simple Melee Weapon
Code:
Damage Threat Range Multiplier Size
d6 20 x3 Medium
• Decrease the multiplier to x2 to improve the threat range to 19-20.
• Decrease the damage die to d4 to reduce the size to Small.
• Decrease the multiplier to x2 to improve the damage die by one step (d4/d6/d8). A simple weapon may not do more than d8 damage.
• Decrease the multiplier to x2 to allow the weapon to be thrown. Slashing and bludgeoning weapons have a range increment of 10; piercing weapons have a range increment of 20.
• Increase the size to Large to improve the damage die by one step (d4/d6/d8). A simple weapon may not do more than d8 damage.
Martial Melee Weapons
The standard martial melee weapon has the following statistics:
Martial Melee Weapon
Code:
Damage Threat Range Multiplier Size
d8 20 x3 Medium
• Decrease the multiplier to x2 to improve the threat range by 1 (20 becomes 19-20, 19-20 becomes 18-20, etc.).
• Decrease the damage die by one step (d8/d6/d4) to improve the threat range by 1.
• Decrease the damage die by one step to reduce the size to Small.
• Decrease the multiplier to x2 to improve the damage die by one step.
• Decrease the damage die by one step to increase the multiplier by one (x2/x3/x4).
• Decrease the multiplier to x2 to allow the weapon to be thrown. Slashing and bludgeoning weapons have a range increment of 10; piercing weapons have a range increment of 20. Decrease the damage die by one step to increase the range increment by +10.
• Decrease the damage die by one step to allow the weapon the use of two of the following combat maneuvers:
Disarm: The weapon grants a +2 bonus to all disarm attempts.
Mounted: When you use the weapon from a charging mount, you inflict double damage. If the weapon is Large, you may wield it one handed while mounted.
Reach: If the weapon is size Large, it is a reach weapon. You may strike opponents up to 10 feet away.
Set: When you use a ready action to set this weapon against an opponent’s charge, you inflict double damage on a successful hit.
Trip: You can use this weapon to make trip attacks. If you are tripped in your attempt, you can drop the weapon instead.
• Increase the size to Large to improve the damage die by two steps (d4/d6/d8/d10/d12).
• Increase the size to Large to improve the multiplier by one (x2/x3/x4).
Exotic Weapons
Exotic weapons should be built as martial weapons first. Applying the exotic weapon option means that these weapons require the Exotic Weapon Proficiency feat, but they may then apply any of the following adjustments:
• If the weapon is size Medium, it may be a double weapon. Essentially you may create two martial weapons and join them together into a single exotic weapon. Both ends of the weapon must be size M or smaller, and the combined double weapon is Large.
• If the weapon is Large, drop the damage die by one step to create a “hand-and-a-half” weapon. Such a weapon normally requires two hands to wield, but it may be wielded one-handed by those with the Exotic Weapon Proficiency feat for the weapon.