WotC: Let's Improve the Weapon List, Shall We?

I want WotC to steal the weapon mechanics from Warhammer 2e; that is, I want different weapon types to produce different mechanical effects.

In D&D, weapon effects are almost entirely the province of magical enchantments. As Warhammer shows, there's no reason you can't add a variety of effects to mundane weapons, effects that increase the number of interesting tactical choices for players to make.
 
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How about a list of weapons to get rid of to make room for things like mace and chain and hopefully a 1H martial spear that does 1d8 dmg w/ x3 crit so someone can play a spartan:

Spiked chain, darth-maul swords all all the other ridiculous double weapons (quarterstaff is fine), whip-daggers, all the asian weapons that went along with the monk (since there is no monk in 4e yet).
 

One thing I do hope is that they have a more extensive weapon equivalence list, and in the PHB1, so that they stop other products from having exotic weapons that shouldn't be exotic weapons.

Things that come to mind are:
Katana = Bastard Sword
Sabre = Scimitar
Jian = Rapier (or Longsword)
Tulwar = Scimitar
Gris = Dagger
Da Dao = Falchion

and so on.
 

epochrpg said:
How about a list of weapons to get rid of to make room for things like mace and chain and hopefully a 1H martial spear that does 1d8 dmg w/ x3 crit so someone can play a spartan:

Spiked chain, darth-maul swords all all the other ridiculous double weapons (quarterstaff is fine), whip-daggers, all the asian weapons that went along with the monk (since there is no monk in 4e yet).
I actually like the spiked chain. I've never made a char that actually uses them, but I like the flavor. And is a double-sword really that different from a quarterstaff? A double axe-bears a certain resembalence to the monk's spade.

I've never understood the cry for 'realistic only' weapons in a game that features dragons, disintegrate spells, and magical healing. :\
 


Kobold Avenger said:
One thing I do hope is that they have a more extensive weapon equivalence list, and in the PHB1, so that they stop other products from having exotic weapons that shouldn't be exotic weapons.

Things that come to mind are:
Katana = Bastard Sword
Sabre = Scimitar
Jian = Rapier (or Longsword)
Tulwar = Scimitar
Gris = Dagger
Da Dao = Falchion

and so on.

Absolutely... and get rid of spiked chains, even if some people like them... its the most unrealistic weapon in fantasy (well, maybe sword-chucks are worse, but not much more).

I agree that we could have a sword mid-way between shortsword and longsword... maybe a 1d6+1 thing...
 

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 ;)
 

Nyaricus said:
** Bolt-thrower for a big honkin' crossbow.

Hear hear. Crossbows are cool, but in 3E they're useless - nothing but a back-up for when magic missile runs out.

The name you're looking for is 'arbalest'. Don't make me house-rule it again!
 

Smaller weapon list, please!

Some individual enhancements might be cool, in the form of specialized Masterwork properties or attribute trade-offs, but there's no point in making a whole new weapon type every time you want to add or futz with a mechanic.

Cheers, -- N
 

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.
 

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