Tome Weapon Sizing

The homebrew forum

Moderator: Moderators

Utterfail
Master
Posts: 221
Joined: Thu Sep 10, 2009 2:03 am

Tome Weapon Sizing

Post by Utterfail »

The Tomes indicate that what weapon you can use, and how, should be determined by how big it is. Not "how big" as in some arbitrary weapon size, but "That stick is 4 feet long!"
The Tomes wrote:
  • You may not use a weapon that is a larger than yourself. A Large haracter can use a Large (or smaller) object as a weapon, but may not use a Huge (or larger) object as a weapon.
  • You may not use an object that is too heavy for you to lift as a light load as a weapon.
  • An object of your own size must be used in two hands.
  • An object one size smaller than your size may be used in one hand or two hands.
  • An object that is at least two sizes smaller than yourself counts as a Light Weapon.
I'm also adding:
  • An object three sizes smaller than yourself counts as a light weapon, and can be drawn with a swift action
  • A martial weapon three sizes smaller than yourself counts as a simple weapon. (Thanks CatharzGodfoot)
  • Unless otherwise noted, the reach quality of a weapon only works if it is of the same size category as you.
  • Unless otherwise noted, thrown weapons can only be used one handed.
With those rules in mind, I went and looked at all the melee "swords" in the 3.5 SRD and decided to see if you could simplify them into a few entries with just a generic name, a crit range, a damage type, and damage based on size. And lo! you can.

Proficiencies for classes would have to be re-written (For Example: The Rogue is proficient with Simple Weapons, One Handed Crossbows, One Handed Swords, Light Swords, One Handed Saps, One Handed Curved Swords and Shortbows.) But thats pretty simple. So, here goes.

Weapons

Simple, Martial, and Exotic Weapons: Every weapon is grouped into one of three broad categories, some classes are proficient with entire categories of weapons. Martial weapons that are three sizes smaller than the wielder are considered simple weapons.

Melee and Ranged Weapons: Melee weapons are used for making melee attacks, though some of them can be thrown as well. Ranged weapons are thrown weapons or projectile weapons that are not effective in melee.

Reach Weapons: A reach weapon is a melee weapon that allows its wielder to strike at targets that aren’t adjacent to him or her. Most reach double the wielder’s natural reach, meaning that a typical Small or Medium wielder of such a weapon can attack a creature 10 feet away, but not a creature in an adjacent square. A typical Large character wielding a reach weapon of the appropriate size can attack a creature 15 or 20 feet away, but not adjacent creatures or creatures up to 10 feet away. There may be limits on how you can use a reach weapon, consult each weapons individual entry.

Double Weapons: Dire flails, dwarven urgroshes, gnome hooked hammers, orc double axes, quarterstaffs, and two-bladed swords are double weapons. A character can fight with both ends of a double weapon as if fighting with two weapons, but he or she incurs all the normal attack penalties associated with two-weapon combat, just as though the character were wielding a one-handed weapon and a light weapon.

The character can also choose to use a double weapon two handed, attacking with only one end of it. A creature wielding a double weapon in one hand can’t use it as a double weapon-only one end of the weapon can be used in any given round.

Thrown Weapons: In order to use a thrown weapon properly, it must be small enough for the wielder to use one handed. Ranged weapons the same size as the weilder can be thrown with two hands, but doing so incurs a -4 penalty on the attack roll. The wielder applies his or her Strength modifier to damage dealt by thrown weapons (except for splash weapons). It is possible to throw a weapon that isn’t designed to be thrown (that is, a melee weapon that doesn’t have a numeric entry in the Range Increment column on Table: Weapons), but a character who does so takes a -4 penalty on the attack roll. Throwing a light or one-handed weapon is a standard action, while throwing a two-handed weapon is a full-round action. Regardless of the type of weapon, such an attack scores a threat only on a natural roll of 20 and deals double damage on a critical hit. Such a weapon has a range increment of 10 feet. Any weapon three sizes smaller than the wielder can be thrown with a 10 foot range incriment without penalty.

Projectile Weapons: Crossbows, repeating crossbows, bows, compound bows, and slings are projectile weapons. Most projectile weapons require two hands to use (see specific weapon descriptions). A character gets no Strength bonus on damage rolls with a projectile weapon unless it’s a composite bow, or sling. If the character has a penalty for low Strength, apply it to damage rolls when he or she uses a bow or a sling.

Ammunition: Projectile weapons use ammunition: arrows (for bows), bolts (for crossbows), or sling bullets (for slings). When using a bow, a character can draw ammunition as a free action; crossbows and slings require an action for reloading. Generally speaking, ammunition that hits its target is destroyed or rendered useless, while normal ammunition that misses has a 50% chance of being destroyed or lost.

Arrows and Bolts: Attempting to use an arrow or bolt as a melee weapon incurs a -4 non-proficiency penalty, and deals damage equal to the bow or crossbow it was designed for.

Light, One-Handed, and Two-Handed Weapons: A weapon of the same size category as its wielder is a two-handed weapon for them, a weapon one size smaller is a one-handed weapon for them, and weapons two sizes smaller (or smaller!) are light weapons for them.

Light: A light weapon is easier to use in one’s off hand than a one-handed weapon is, and it can be used while grappling. A light weapon is used in one hand. Add the wielder’s Strength bonus (if any) to damage rolls for melee attacks with a light weapon if it’s used in the primary hand, or one-half the wielder’s Strength bonus if it’s used in the off hand. Using two hands to wield a light weapon gives no advantage on damage; the Strength bonus applies as though the weapon were held in the wielder’s primary hand only. An unarmed strike is always considered a light weapon.

One-Handed: A one-handed weapon can be used in either the primary hand or the off hand. Add the wielder’s Strength bonus to damage rolls for melee attacks with a one-handed weapon if it’s used in the primary hand, or 1/2 his or her Strength bonus if it’s used in the off hand. If a one-handed weapon is wielded with two hands during melee combat, add 1-1/2 times the character’s Strength bonus to damage rolls.

Two-Handed: Two hands are required to use a two-handed melee weapon effectively. Apply 1-1/2 times the character’s Strength bonus to damage rolls for melee attacks with such a weapon.

Ranged weapons and Mounts: Thrown weapons can be used from mounts fine (aside from the normal penalties for using ranged weapons from mounts). Crossbows can be two handed. Bows must be at least one size category smaller than the wielder to be used on a mount.

Weapon Size: Every weapon has a size category. This designation indicates how different sized creatures can interact with it. A light weapon is an object two size categories smaller than the wielder, a one-handed weapon is an object one size category smaller than the wielder, and a two-handed weapon is an object of the same size category as the wielder.

Inappropriately Sized Weapons: A creature can't use weapons larger than itself.

Improvised Weapons: Sometimes objects not crafted to be weapons nonetheless see use in combat. Because such objects are not designed for this use, any creature that uses one in combat is considered to be nonproficient with it and takes a -4 penalty on attack rolls made with that object. To determine the size category and appropriate damage for an improvised weapon, compare its relative size and damage potential to the weapon list to find a reasonable match. An improvised weapon scores a threat on a natural roll of 20 and deals double damage on a critical hit. An improvised thrown weapon has a range increment of 10 feet. Objects heaver than a characters light load cannot be used as weapons.
Weapon Qualities

Here is the format for weapon entries.

Cost: This value is the weapon’s cost in gold pieces (gp) or silver pieces (sp). The cost includes miscellaneous gear that goes with the weapon. This cost is the same for a Small or Medium version of the weapon. A Large version costs twice the listed price.

Damage: Each type of weapon deals smaller or larger damage based on its size.

Critical: The entry in this column notes how the weapon is used with the rules for critical hits. When your character scores a critical hit, roll the damage two, three, or four times, as indicated by its critical multiplier (using all applicable modifiers on each roll), and add all the results together.
Exception: Extra damage over and above a weapon’s normal damage is not multiplied when you score a critical hit.
  • 20x2: The weapon deals double damage on a critical hit.
  • 20x3: The weapon deals triple damage on a critical hit.
  • x3/x4: One head of this double weapon deals triple damage on a critical hit. The other head deals quadruple damage on a critical hit.
  • 20x4: The weapon deals quadruple damage on a critical hit.
  • 19-20/x2: The weapon scores a threat on a natural roll of 19 or 20 (instead of just 20) and deals double damage on a critical hit. (The weapon has a threat range of 19-20.)
  • 18-20/x2: The weapon scores a threat on a natural roll of 18, 19, or 20 (instead of just 20) and deals double damage on a critical hit. (The weapon has a threat range of 18-20.)
  • 19-20/x3: The weapon scores a threat on a natural roll of 19 or 20 (instead of just 20) and deals triple damage on a critical hit. (The weapon has a threat range of 19-20.)
Range: Any attack at less than this distance is not penalized for range. However, each full range increment imposes a cumulative -2 penalty on the attack roll. A thrown weapon has a maximum range of five range increments. A projectile weapon can shoot out to ten range increments.

Type: Weapons are classified according to the type of damage they deal: bludgeoning, piercing, or slashing. Some monsters may be resistant or immune to attacks from certain types of weapons. Some weapons deal damage of multiple types. If a weapon is of two types, the damage it deals is not half one type and half another; all of it is both types. Therefore, a creature would have to be immune to both types of damage to ignore any of the damage from such a weapon.
In other cases, a weapon can deal either of two types of damage. In a situation when the damage type is significant, the wielder can choose which type of damage to deal with such a weapon.

Special: Some weapons have special features. See the weapon descriptions for details.


Simple Weapons
WeaponCriticalTypeRangeFinestFinerFineDimunitiveTinySmallMediumLargeHugeGargantuanColossal
Club20x2BludgeoningMelee-11d21d31d41d61d82d63d64d66d6
Crossbow19-20x2Piercing120 ft.---1d41d61d81d102d83d84d86d8
Gauntlet*20x2BludgeoningMelee----11d21d31d41d61d82d6
Hammer20x2BludgeoningMelee-11d21d31d41d61d82d63d64d66d6
Longspear20x3PiercingReach-11d21d31d41d61d82d63d64d66d6
Morning Star20x2Bludgeoning and PiercingMelee11d21d31d41d61d82d63d64d66d68d6
Sling20x2Bludgeoning50 ft.---11d21d31d41d61d82d63d6
Spear20x3PiercingMelee or 20 ft.-11d21d31d41d61d82d63d64d66d6
Staff20x2BludgeoningMelee--1/11d2/1d21d3/1d31d4/1d41d6/1d61d8/1d82d6/2d63d6/3d64d6/4d6
Spiked Gauntlet[/b]*[/b]20x2Piercing and BludgeoningMelee---11d21d31d41d61d82d63d6
Unarmed*20x2BludgeoningMelee----11d21d31d41d61d82d6

Martial Weapons
WeaponCriticalTypeRangeFinestFinerFineDimunitiveTinySmallMediumLargeHugeGargantuanColossal
Axe20x3Slashing and BludgeoningMelee11d21d31d41d61d81d123d64d66d68d6
Bastard Sword19-20x2Slashing or PiercingMelee11d21d31d41d61d81d102d83d84d86d8
Bow20x3Piercing100 ft.---1d31d41d61d82d63d64d66d6
Composite Bow20x3Piercing110 ft.---1d31d41d61d82d63d64d66d6
Curved Sword18-20x2SlashingMelee - 11d21d31d41d62d42d63d64d66d6
Dwarven Axe20x3Bludgeoning and SlashingMelee11d21d31d41d61d81d101d123d64d66d6
Flail19-20x2BludgeoningMelee11d21d31d41d61d81d102d63d64d66d6
Glaive20x3SlashingReach11d21d31d41d61d81d102d63d64d66d6
Greatclub20x2BludgeoningMelee11d21d31d41d61d81d102d63d64d66d6
Guisarme20x3SlashingReach-11d21d31d41d62d42d63d64d66d6
Halberd20x3Percing or SlashingMelee11d21d31d41d61d81d102d63d64d66d6
Pick20x4PiercingMelee--11d21d41d61d81d102d63d64d6
Ranseur20x3PiercingReach-11d21d31d41d62d42d63d64d66d6
Sap20x2BludgeoningMelee11d21d31d41d61d81d102d63d64d66d6
Scythe20x4Piercing or SlashingMelee-11d21d31d41d62d42d63d64d66d6
Shield20x2BludgeoningMelee--11d21d31d41d61d81d102d63d6
Spiked Armor*20x2PiercingMelee--11d21d31d41d61d81d102d63d6
Spiked Shield20x2Piercing and BludgeoningMelee11d21d31d41d61d81d102d63d64d66d6
Sword19-20x2Slashing or PiercingMelee11d21d31d41d61d82d63d64d66d68d6
Thinblade19-20x3PiercingMelee-11d21d31d41d62d42d63d64d66d6
Throwing Axe20x2Slashing10 ft.-11d21d31d41d61d81d102d63d64d6
Throwing Hammer20x2Bludgeoning20 ft.-11d21d31d41d61d81d102d63d64d6
Trident20x2PiercingMelee or 10 ft.11d21d31d41d61d81d102d63d64d66d6
Warhammer20x3 or 20x4Bludgeoning or PiercingMelee-1d2 or 11d3 or 1d21d4 or 1d31d6 or 1d41d8 or 1d62d6 or 1d83d6 or 2d64d6 or 3d66d6 or 4d68d6 or 6d6

Exotic Weapons
WeaponCriticalTypeRangeFinestFinerFineDimunitiveTinySmallMediumLargeHugeGargantuanColossal
Bolas20x2Bludgeoning10 ft.---11d21d31d41d61d81d102d6
Dire Flail19-20x2BludgeoningMelee-1/11d2/1d21d3/1d31d4/1d41d6/1d61d8/1d81d10/1d102d6/2d63d6/3d64d6/4d6
Double Axe20x3Bludgeoning and SlashingMelee1/11d2/1d21d3/1d31d3/1d31d4/1d41d6/1d61d8/1d81d10/1d102d6/2d63d6/3d64d6/4d6
Double Sword19-20x2Piercing or SlashingMelee-1/11d2/1d21d3/1d31d4/1d41d6/1d61d8/1d81d10/1d102d6/2d63d6/3d64d6/4d6
Hook-Hammerx3/x4Bludgeoning/ PiercingMelee---1d2/11d3/1d21d4/1d31d6/1d41d8/1d61d10/1d82d6/1d103d6/2d6
Kama20x2SlashingMelee11d21d31d41d61d81d102d63d64d66d6
Kasurigama20x2SlashingMelee or Reach--11d21d31d41d62d42d63d64d6
NetN/AN/AReach-----------
Nunchaku20x2BludgeoningMelee11d21d31d41d61d81d102d63d64d66d6
Repeating Crossbow19-20x2Piercing120 ft.11d21d31d41d61d81d102d63d64d66d6
Sai20x2BludgeoningMelee or 10 ft.-11d21d31d41d61d81d102d63d64d6
Shuriken20x2Piercing10 ft--11d21d31d41d61d81d102d63d6
Siangham20x2PiercingMelee11d21d31d41d61d81d102d63d64d66d6
Spiked Chain20x2PiercingMelee and Reach-11d21d31d41d62d42d63d64d66d6
Urgrosh20x3Slashing/ PiercingMelee--1d2/11d3/1d21d4/1d31d6/1d41d8/1d61d10/1d82d6/1d103d6/2d64d6/3d6
Whip20x2SlashingSpecial---11d21d31d41d61d81d102d6

* The size and damage for this weapon indicates the size of the creature using it, instead of the actual size of the weapon. These weapons are always considered light weapons.
Individual Weapon Rules

Bastard Sword: A character with exotic weapon proficiency can wield a bastard sword as if they were one size larger than they are.

Bolas: You can use this weapon to make a ranged trip attack against an opponent. You can’t be tripped during your own trip attempt when using a set of bolas. As a thrown weapon, bolas must be one size smaller than you to be used effectively.

Bow: Bows are projectile weapons, the range given is for a medium sized bow. For every size category larger or smaller than medium, add or subtract 30 feet from the bows range. You need at least two hands to use a bow, regardless of its size. A bow the same size as you is too unwieldy to use while you are mounted. If you have a penalty for low Strength, apply it to damage rolls when you use a Bow. If you have a bonus for high Strength, you can apply it to damage rolls when you use a composite bow (see below) but not a regular bow.

Composite Bow: You need at least two hands to use a composite bow, regardless of its size. You can use a composite bow up to your size while mounted. All composite bows are made with a particular minimum strength rating (that is, each requires a minimum Strength score to use with proficiency). If your Strength score is less than the strength rating of the composite bow, you can’t use it. The default composite longbow requires a Strength score of 10 or higher to use. A composite longbow can be made with a high strength rating to take advantage of an above-average Strength score; this feature allows you to add your Strength bonus to damage, as long as you meet the strength rating for the bow you can add either your Strength bonus, or the strength bonus that would be derived from the bows strength rating +4, to your damage rolls, whichever is lower.

Crossbow: Crossbows are ranged weapons that use bolts. The range listed for the crossbow is for one of medium size, for every size category larger or smaller than medium increase or decrease the range by 40 ft. Reloading a crossbow provokes an attack of opportunity, Reloading a light and one-handed crossbows is a move action, two-handed crossbows require a full round action to reload. Reloading a crossbow requires two hands.

Dire Flail: A dire flail is a double weapon. You can fight with it as if fighting with two weapons, but if you do, you incur all the normal attack penalties associated with fighting with two weapons, just as if you were using a one-handed weapon and a light weapon. A creature wielding a dire flail in one hand can’t use it as a double weapon— only one end of the weapon can be used in any given round. When using a dire flail, you get a +2 bonus on attack rolls made to disarm an enemy. You can also use this weapon to make trip attacks. If you are tripped during your own trip attempt, you can drop the dire flail to avoid being tripped.

Double Axe: A double axe is a double weapon. You can fight with it as if fighting with two weapons, but if you do, you incur all the normal attack penalties associated with fighting with two weapons, just as if you were using a one-handed weapon and a light weapon. A creature wielding an orc double axe in one hand can’t use it as a double weapon-only one end of the weapon can be used in any given round.

Double Sword: A double sword is a double weapon. You can fight with it as if fighting with two weapons, but if you do, you incur all the normal attack penalties associated with fighting with two weapons, just as if you were using a one-handed weapon and a light weapon. A creature wielding a two-bladed sword in one hand can’t use it as a double weapon-only one end of the weapon can be used in any given round.

Dwarven Axe: A character with exotic proficiency with a Dwarven Axe can wield one as if they were one size category larger than they are. Dwarves only need martial proficiency with them to do this.

Flail: With a flail, you get a +2 bonus on attack rolls made to disarm an enemy. You can also use this weapon to make trip attacks. If you are tripped during your own trip attempt, you can drop the flail to avoid being tripped.

Gauntlet: This metal glove lets you deal lethal damage rather than nonlethal damage with unarmed strikes. A strike with a gauntlet is otherwise considered an unarmed attack. Medium and heavy armors (except breastplate) come with gauntlets. The damage listings given are for a gauntlet made for a creature of the indicated size, instead of fo a gauntlet of the indicated size. You may not wear gauntlets made for a creature of a different size than you.

Glaive: A glaive has reach. The glaives reach property can only be used when it is a two-handed weapon. You can strike opponents 10 feet away with it, but you can’t use it against an adjacent foe.

Guisarme: A guisarme has reach. The guisarmes reach property can only be used when it is a two-handed weapon. You can strike opponents 10 feet away with it, but you can’t use it against an adjacent foe. You can also use it to make trip attacks. If you are tripped during your own trip attempt, you can drop the guisarme to avoid being tripped.

Halberd: If you use a ready action to set a halberd against a charge, you deal double damage on a successful hit against a charging character. You can use a halberd to make trip attacks. If you are tripped during your own trip attempt, you can drop the halberd to avoid being tripped.

Hook-Hammer: A hook-hammer is a double weapon. You can fight with it as if fighting with two weapons, but if you do, you incur all the normal attack penalties associated with fighting with two weapons, just as if you were using a one-handed weapon and a light weapon. On a medium sized hook-hammer the hammer’s blunt head is a bludgeoning weapon that deals 1d6 points of damage (crit ×3) and its hook is a piercing weapon that deals 1d4 points of damage (crit ×4). You can use either head as the primary weapon. The other head is the offhand weapon. A creature wielding a gnome hook-hammer in one hand can’t use it as a double weapon-only one end of the weapon can be used in any given round. You can use a hook-hammer to make trip attacks. If you are tripped during your own trip attempt, you can drop the gnome hooked hammer to avoid being tripped. Gnomes treat hook-hammers as martial weapons.

Kusarigama: A jusarigama has reach, so you can strike opponents 10 feet away with it. The kusarigamas reach property can only be used when it is wielded in two hands (though not necessarily a two-handed weapon). In addition, unlike most other weapons with reach, it can be used against an adjacent foe. You can make trip attacks with the chain. If you are tripped during your own trip attempt, you can drop the chain to avoid being tripped. When using a spiked chain, you get a +2 bonus on opposed attack rolls made to disarm an opponent (including the roll to avoid being disarmed if such an attempt fails).

Longspear: A longspear has reach. The longspears reach property can only be used when it is a two-handed weapon. You can strike opponents 10 feet away with it, but you can’t use it against an adjacent foe. If you use a ready action to set a longspear against a charge, you deal double damage on a successful hit against a charging character. While mounted, you can wield a lance with one hand. A longspear couched in a military saddle deals double damage on a charge.

Net: A net is a reach weapon used to entangle enemies. Unlike other reach weapons, a net the same size as you can be used with one hand. When you use a net, you make a ranged touch attack against your target. If you hit, the target is entangled. An entangled creature takes a -2 penalty on attack rolls and a -4 penalty on Dexterity, can move at only half speed, and cannot charge or run. If you control the trailing rope by succeeding on an opposed Strength check while holding it, the entangled creature can move only within the limits that the rope allows. If the entangled creature attempts to cast a spell, it must make a DC 15 Concentration check or be unable to cast the spell. An entangled creature can escape with a DC 20 Escape Artist check (a full-round action). The net has 5 hit points and can be burst with a DC 25 Strength check (also a full-round action). A net is useful only against creatures within one size category of you. A net must be folded to be thrown effectively. The first time you throw your net in a fight, you make a normal ranged touch attack roll. After the net is unfolded, you take a -4 penalty on attack rolls with it. It takes 2 rounds for a proficient user to fold a net and twice that long for a nonproficient one to do so.

Nunchaku: The nunchaku is a special monk weapon. This designation gives a monk wielding a nunchaku special options. With a nunchaku, you get a +2 bonus on attack rolls made to disarm an enemy. Nunchakus only count as monk weapons if they are light.

Ranseur: A ranseur has reach. The ranseurs reach property can only be used when it is a two-handed weapon. You can strike opponents 10 feet away with it, but you can’t use it against an adjacent foe. With a ranseur, you get a +2 bonus on attack rolls made to disarm an opponent.

Repeating Crossbow: The repeating crossbow holds 5 crossbow bolts. As long as it holds bolts, you can reload it by pulling the reloading lever (a free action). Loading a new case of 5 bolts is a full-round action that provokes attacks of opportunity. A repeating crossbow functions identically to a crossbow in all other ways.

Sai: With a sai, you get a +4 bonus on opposed attack rolls made to disarm an enemy. The sai is a special monk weapon. This designation gives a monk wielding a sai special options. Sais only count as monk weapons if they are light.

Shield: You can bash with a shield instead of using it for defense. Doing so incurs all the normal penalties for two weapon fighting. Great Shields are one size smaller than the wielder, normal shields are two sizes smaller.

Shuriken: A shuriken is a special monk weapon. This designation gives a monk wielding shuriken special options. A shuriken can’t be used as a melee weapon. Although they are thrown weapons, shuriken are treated as ammunition for the purposes of drawing them as long as they are three size categories smaller than you.

Siangham: The siangham is a special monk weapon. This designation gives a monk wielding a siangham special options. Siangham must be light to be used as a monk weapon.

Sickle: A sickle can be used to make trip attacks. If you are tripped during your own trip attempt, you can drop the sickle to avoid being tripped.

Sling: Your Strength modifier applies to damage rolls when you use a sling, just as it does for thrown weapons. You can fire, but not load, a sling the same size as you with one hand. Loading a sling is a move action that requires two hands and provokes attacks of opportunity. You can hurl ordinary stones with a sling, but stones are not as dense or as round as bullets. Thus, such an attack deals damage as if the weapon were designed for a creature one size category smaller than you and you take a -1 penalty on attack rolls. The range given is for a sling of medium size, for every size larger or smaller than medium increase or decrease the range by 15 feet.

Spear: If you use a ready action to set a spear against a charge, you deal double damage on a successful hit against a charging character. A spear one size smaller than you can be used as a thrown weapon with a 20 foot range incriment.

Spiked Armor: You can outfit your armor with spikes, which can deal damage in a grapple or as a separate attack. The damage listed is for armor made for a creature of the given size. Spiked armor is a light weapon.

Spiked Chain: A spiked chain has reach, so you can strike opponents 10 feet away with it. The spiked chains reach property can only be used when it is wielded in two hands (though not necessarily a two-handed weapon). In addition, unlike most other weapons with reach, it can be used against an adjacent foe. You can make trip attacks with the chain. If you are tripped during your own trip attempt, you can drop the chain to avoid being tripped. When using a spiked chain, you get a +2 bonus on opposed attack rolls made to disarm an opponent (including the roll to avoid being disarmed if such an attempt fails).

Spiked Gauntlet: Your opponent cannot use a disarm action to disarm you of spiked gauntlets. An attack with a spiked gauntlet is considered an armed attack. The damage listings given are for a spiked gauntlet made for a creature of the indicated size, instead of fo a spiked gauntlet of the indicated size. You may not wear gauntlets made for a creature of a different size than you.

Spiked Shield: You can bash with a spiked shield instead of using it for defense. If you use a ready action to set a spear against a charge, you deal double damage on a successful hit against a charging character..

Staff: A staff is a double weapon. You can fight with it as if fighting with two weapons, but if you do, you incur all the normal attack penalties associated with fighting with two weapons, just as if you were using a one-handed weapon and a light weapon. A creature wielding a quarterstaff in one hand can’t use it as a double weapon-only one end of the weapon can be used in any given round. The quarterstaff is a special monk weapon. This designation gives a monk wielding a staff special options.

Trident: This weapon can be thrown as long as it is one size category smaller than you. If you use a ready action to set a trident against a charge, you deal double damage on a successful hit against a charging character.

Unarmed Strike: The damage listed is for a creature of the given size. You can deal leathal or non-leathal damage at your option with an unarmed strike. The damage from an unarmed strike is considered weapon damage for the purposes of effects that give you a bonus on weapon damage rolls. An unarmed strike is always considered a light weapon.

Urgrosh: An urgrosh is a double weapon. You can fight with it as if fighting with two weapons, but if you do, you incur all the normal attack penalties associated with fighting with two weapons, just as if you were using a one-handed weapon and a light weapon. The urgrosh’s axe head is a slashing weapon that deals 1d8 points of damage. Its spear head is a piercing weapon that deals 1d6 points of damage. You can use either head as the primary weapon. The other is the off-hand weapon. A creature wielding an urgrosh in one hand can’t use it as a double weapon-only one end of the weapon can be used in any given round. If you use a ready action to set an urgrosh against a charge, you deal double damage if you score a hit against a charging character. If you use an urgrosh against a charging character, the spear head is the part of the weapon that deals damage. Dwarves treat urgroshes as martial weapons.

Warhammer: A warhammer has two sides that can be used interchangably. One side deals bludgeoning and has a critical range of 20x3, the other deals piercing damage and has a critical range of 20x4. As a medium weapon the hammer side deals 2d6 damage and the pick side deals 1d8 damage. You can choose which side you make an attack with at the beginning of each attack. It is not a double weapon, and cannot be weilded as one. Enhancements to the weapon effect both sides.

Whip: A whip has a 15 foot reach and can be used to attack any creature within range, including adjacent foes. The whips reach property can only be used when it is a one-handed or light weapon. A whip deals nonlethal damage. It also deals no damage to any creature with an armor bonus of +1 or higher, or a natural armor bonus of +3 or higher. Using a whip provokes an attack of opportunity as if you had used a ranged weapon. You cannot use a whip as a two-handed weapon. You can make trip attacks with a whip. If you are tripped during your own trip attempt, you can drop the whip to avoid being tripped. When using a whip, you get a +2 bonus on opposed attack rolls made to disarm an opponent.
Weapons of different sizes and their names

Though the weapon system is designed to be flexible, some confusion may arise from people referring to "Dimunitive Swords", and other weapons that typically have specific names at specific sizes. Here's a chart to help you out with the weapons that have different names at different scales.
Generic NameDimunitiveTinySmallMedium
AxeHatchetHand AxeAxeBattle Axe
Curved SwordJambiyaKurkriScimitarFalchion
ScytheSickleHand ScytheKamaGreat Scythe
SpearDartJavelinHand SpearSpear
SwordDaggerShortswordLongswordGreatsword
ThinbladeShivStillettoRapierElfsword

Last edited by Utterfail on Thu Feb 11, 2010 4:34 am, edited 22 times in total.
Failing since 1989

I suppose this signature has run it's course.
User avatar
CatharzGodfoot
King
Posts: 5668
Joined: Fri Mar 07, 2008 7:54 pm
Location: North Carolina

Post by CatharzGodfoot »

The way it works in 3e is that a dagger is a diminutive object with damage characteristics of 1d4 19-20 x2. A short sword is a tiny object with damage characteristics of 1d6 19-20 x2, a longsword is small with 1d8 19-20 x2, and a great sword is medium with 2d6 19-20 x2.

The clear progression is that an item one size smaller than a light weapon should be a simple weapon. You can use an ogre's dagger as a short sword (martial weapon), and she can use your short sword as a dagger (simple weapon). The fact that you can cut and stab with a dagger but only stab with a gladius and only cut with a longsword is retarded and hopefully an oversight. All of these weapons (even the ones with only one cutting edge) are designed you cutting and stabbing.

The "curved swords" category fits very nicely, and is a fine one. Curved swords are actually very bad for stabbing people with, and the full progression is represented by the rules.

Also, I think it's worth pointing out that drawing any weapon as a free action is a Sleight of Hand check with no DC.

Anyway, I'm not saying that your approach is a bad one. I'm just trying to illustrate the general lines that 3e and the Tomes follow.
The law in its majestic equality forbids the rich as well as the poor from stealing bread, begging and sleeping under bridges.
-Anatole France

Mount Flamethrower on rear
Drive in reverse
Win Game.

-Josh Kablack

Utterfail
Master
Posts: 221
Joined: Thu Sep 10, 2009 2:03 am

Post by Utterfail »

The problem with 3e's system was that a "Large Weapon" was more like a "Medium Object" which is just a confusing way to say things. According to 3e rules, for example, a Dagger is actually a "Tiny Weapon" not a "Dimnunitive Object".
The Tomes wrote: The weapons system of D&D, in general, makes us feel pretty good. There are ample reasons to use weapons as diverse as a flail, a warhammer, and a morningstar. There are, however, some glaring problems that do need to be addressed. The most obvious of those is Weapon Size, which works very badly on every level. The 3rd edition rules were not good, and the 3.5 changes to them made them worse in every single way. So here’s the big deal: Weapons don’t have special size rules anymore. In 3rd edition a Shortsword was a small weapon, and
in 3.5 it’s supposed to be a Medium Light Weapon, but that’s all stupid. The fact is, a Shortsword is a Tiny Object, and that’s all we need to know.
But I do like martial weapons becoming simple ones when they get small enough, it eliminates the need for knives.

And that slight of hand thing is really a problem with sleight of hand itself, if ever someone gets around to properly doing all the skills I'd hope that gets fixed.

Edit: Changed the OP, no knives! Piercing Damage!
Last edited by Utterfail on Thu Jan 28, 2010 10:31 pm, edited 1 time in total.
Failing since 1989

I suppose this signature has run it's course.
User avatar
Sunwitch
Master
Posts: 185
Joined: Sat May 31, 2008 12:02 am

Re: Tome Weapon Sizing

Post by Sunwitch »

Utterfail wrote: Anyone see any huge flaws? If not I'll go ahead and stat up all weapons like that.
What about bow/arrows?
Utterfail
Master
Posts: 221
Joined: Thu Sep 10, 2009 2:03 am

Post by Utterfail »

They follow the Tome rules to a T. the range increment given refers to a medium weapon, every size decrease shortens the range by 30 feet. You always have to use two hands, so it usually behooves you to grab the biggest bow you can, unless you're mounted in which case you grab a bow one size smaller. Crossbows follow the same rules, except you can totally use a crossbow the same size as you while mounted.
Failing since 1989

I suppose this signature has run it's course.
User avatar
Sunwitch
Master
Posts: 185
Joined: Sat May 31, 2008 12:02 am

Post by Sunwitch »

You don't have sizes and damage and stuff listed for them though. Are you going to be bothering to size arrows or just the bows they belong to?
Utterfail
Master
Posts: 221
Joined: Thu Sep 10, 2009 2:03 am

Post by Utterfail »

I've done all of the simple and martial weapons now. I'm not sure how to handle throwing weapon ranges though. need some way that doesn't totally hose smaller characters.

And no, I'm not statting the arrows. Seems silly.
Failing since 1989

I suppose this signature has run it's course.
User avatar
Sunwitch
Master
Posts: 185
Joined: Sat May 31, 2008 12:02 am

Post by Sunwitch »

Utterfail wrote:And no, I'm not statting the arrows. Seems silly.
What happens if someone pulls a Legolas?
Utterfail
Master
Posts: 221
Joined: Thu Sep 10, 2009 2:03 am

Post by Utterfail »

Let them? I honestly don't recall a game where arrows were ever a big deal. At most they warrant a blurb in the bow entry "Arrows and bolts always need to be made for a weapon of a size blah blah blah".
Failing since 1989

I suppose this signature has run it's course.
User avatar
Sunwitch
Master
Posts: 185
Joined: Sat May 31, 2008 12:02 am

Post by Sunwitch »

And that arrows made for a bow of size x deal the same amount of damage as the bow? Fair enough I guess.
Utterfail
Master
Posts: 221
Joined: Thu Sep 10, 2009 2:03 am

Post by Utterfail »

Alright, exotic weapons are table'd. Next is to insert the relevant "special features!" and rewrite them (Tripping and the like)

Edit: Also, theres 50 weapons even. Ha.
Last edited by Utterfail on Fri Jan 29, 2010 4:25 am, edited 1 time in total.
Failing since 1989

I suppose this signature has run it's course.
Utterfail
Master
Posts: 221
Joined: Thu Sep 10, 2009 2:03 am

Post by Utterfail »

All right. I've started working up a post combining the 3.5 SRD and Tome material. I don't have individual weapons special qualities yet, but it's nice to have the rules cohesive instead of being patchwork (Use the srd, but with these patches!) That's all for tonight.
Weapons

Simple, Martial, and Exotic Weapons: Every weapon is grouped into one of three broad categories, some classes are proficient with entire categories of weapons. Martial weapons that are three sizes smaller than the wielder are considered simple weapons.

Melee and Ranged Weapons: Melee weapons are used for making melee attacks, though some of them can be thrown as well. Ranged weapons are thrown weapons or projectile weapons that are not effective in melee.

Reach Weapons: Glaives, guisarmes, lances, longspears, ranseurs, spiked chains, and whips are reach weapons. A reach weapon is a melee weapon that allows its wielder to strike at targets that aren’t adjacent to him or her. Most reach double the wielder’s natural reach, meaning that a typical Small or Medium wielder of such a weapon can attack a creature 10 feet away, but not a creature in an adjacent square. A typical Large character wielding a reach weapon of the appropriate size can attack a creature 15 or 20 feet away, but not adjacent creatures or creatures up to 10 feet away. Unless otherwise noted reach only functions for a weilder the same size category as the weapon.

Double Weapons: Dire flails, dwarven urgroshes, gnome hooked hammers, orc double axes, quarterstaffs, and two-bladed swords are double weapons. A character can fight with both ends of a double weapon as if fighting with two weapons, but he or she incurs all the normal attack penalties associated with two-weapon combat, just as though the character were wielding a one-handed weapon and a light weapon.

The character can also choose to use a double weapon two handed, attacking with only one end of it. A creature wielding a double weapon in one hand can’t use it as a double weapon-only one end of the weapon can be used in any given round.

Thrown Weapons: In order to use a thrown weapon properly, it must be small enough for the wielder to use one handed. Ranged weapons the same size as the weilder can be thrown with two hands, but doing so incurs a -4 penalty on the attack roll. The wielder applies his or her Strength modifier to damage dealt by thrown weapons (except for splash weapons). It is possible to throw a weapon that isn’t designed to be thrown (that is, a melee weapon that doesn’t have a numeric entry in the Range Increment column on Table: Weapons), but a character who does so takes a -4 penalty on the attack roll. Throwing a light or one-handed weapon is a standard action, while throwing a two-handed weapon is a full-round action. Regardless of the type of weapon, such an attack scores a threat only on a natural roll of 20 and deals double damage on a critical hit. Such a weapon has a range increment of 10 feet.

Projectile Weapons: Crossbows, repeating crossbows, bows, compound bows, and slings are projectile weapons. Most projectile weapons require two hands to use (see specific weapon descriptions). A character gets no Strength bonus on damage rolls with a projectile weapon unless it’s a composite bow, or sling. If the character has a penalty for low Strength, apply it to damage rolls when he or she uses a bow or a sling.

Ammunition: Projectile weapons use ammunition: arrows (for bows), bolts (for crossbows), or sling bullets (for slings). When using a bow, a character can draw ammunition as a free action; crossbows and slings require an action for reloading. Generally speaking, ammunition that hits its target is destroyed or rendered useless, while normal ammunition that misses has a 50% chance of being destroyed or lost.

Arrows and Bolts: Attempting to use an arrow or bolt as a melee weapon incurs a -4 non-proficiency penalty, and deals damage equal to the bow or crossbow it was designed for.

Light, One-Handed, and Two-Handed Weapons: A weapon of the same size category as its wielder is a two-handed weapon for them, a weapon one size smaller is a one-handed weapon for them, and weapons two sizes smaller (or smaller!) are light weapons for them.

Light: A light weapon is easier to use in one’s off hand than a one-handed weapon is, and it can be used while grappling. A light weapon is used in one hand. Add the wielder’s Strength bonus (if any) to damage rolls for melee attacks with a light weapon if it’s used in the primary hand, or one-half the wielder’s Strength bonus if it’s used in the off hand. Using two hands to wield a light weapon gives no advantage on damage; the Strength bonus applies as though the weapon were held in the wielder’s primary hand only. An unarmed strike is always considered a light weapon.

One-Handed: A one-handed weapon can be used in either the primary hand or the off hand. Add the wielder’s Strength bonus to damage rolls for melee attacks with a one-handed weapon if it’s used in the primary hand, or 1/2 his or her Strength bonus if it’s used in the off hand. If a one-handed weapon is wielded with two hands during melee combat, add 1-1/2 times the character’s Strength bonus to damage rolls.

Two-Handed: Two hands are required to use a two-handed melee weapon effectively. Apply 1-1/2 times the character’s Strength bonus to damage rolls for melee attacks with such a weapon.

Ranged weapons and Mounts: Thrown weapons can be used from mounts fine (aside from the normal penalties for using ranged weapons from mounts). Crossbows can be two handed. Bows must be at least one size category smaller than the wielder to be used on a mount.

Weapon Size: Every weapon has a size category. This designation indicates how different sized creatures can interact with it. A light weapon is an object two size categories smaller than the wielder, a one-handed weapon is an object one size category smaller than the wielder, and a two-handed weapon is an object of the same size category as the wielder.

Inappropriately Sized Weapons: A creature can't use weapons larger than itself.

Improvised Weapons: Sometimes objects not crafted to be weapons nonetheless see use in combat. Because such objects are not designed for this use, any creature that uses one in combat is considered to be nonproficient with it and takes a -4 penalty on attack rolls made with that object. To determine the size category and appropriate damage for an improvised weapon, compare its relative size and damage potential to the weapon list to find a reasonable match. An improvised weapon scores a threat on a natural roll of 20 and deals double damage on a critical hit. An improvised thrown weapon has a range increment of 10 feet. Objects heaver than a characters light load cannot be used as weapons.
Weapon Qualities

Here is the format for weapon entries.

Cost: This value is the weapon’s cost in gold pieces (gp) or silver pieces (sp). The cost includes miscellaneous gear that goes with the weapon. This cost is the same for a Small or Medium version of the weapon. A Large version costs twice the listed price.

Damage: Each type of weapon deals smaller or larger damage based on its size.

Critical: The entry in this column notes how the weapon is used with the rules for critical hits. When your character scores a critical hit, roll the damage two, three, or four times, as indicated by its critical multiplier (using all applicable modifiers on each roll), and add all the results together.
Exception: Extra damage over and above a weapon’s normal damage is not multiplied when you score a critical hit.
  • 20x2: The weapon deals double damage on a critical hit.
  • 20x3: The weapon deals triple damage on a critical hit.
  • x3/x4: One head of this double weapon deals triple damage on a critical hit. The other head deals quadruple damage on a critical hit.
  • 20x4: The weapon deals quadruple damage on a critical hit.
  • 19-20/x2: The weapon scores a threat on a natural roll of 19 or 20 (instead of just 20) and deals double damage on a critical hit. (The weapon has a threat range of 19-20.)
  • 18-20/x2: The weapon scores a threat on a natural roll of 18, 19, or 20 (instead of just 20) and deals double damage on a critical hit. (The weapon has a threat range of 18-20.)
  • 19-20/x3: The weapon scores a threat on a natural roll of 19 or 20 (instead of just 20) and deals triple damage on a critical hit. (The weapon has a threat range of 19-20.)
Range: Any attack at less than this distance is not penalized for range. However, each full range increment imposes a cumulative -2 penalty on the attack roll. A thrown weapon has a maximum range of five range increments. A projectile weapon can shoot out to ten range increments.

Type: Weapons are classified according to the type of damage they deal: bludgeoning, piercing, or slashing. Some monsters may be resistant or immune to attacks from certain types of weapons. Some weapons deal damage of multiple types. If a weapon is of two types, the damage it deals is not half one type and half another; all of it is both types. Therefore, a creature would have to be immune to both types of damage to ignore any of the damage from such a weapon.
In other cases, a weapon can deal either of two types of damage. In a situation when the damage type is significant, the wielder can choose which type of damage to deal with such a weapon.

Special: Some weapons have special features. See the weapon descriptions for details.


Simple Weapons
WeaponCriticalTypeRangeFinestFinerFineDimunitiveTinySmallMediumLargeHugeGargantuanColossal
Simple
Club20x2BludgeoningMelee-11d21d31d41d61d82d63d64d66d8
Crossbow19-20x2Piercing120 ft.---1d41d61d81d102d83d84d86d8
Longspear20x3PiercingReach-11d21d31d41d61d82d63d64d66d6
Morning Star20x2Bludgeoning and PiercingMelee11d21d31d41d61d82d63d64d66d68d6
Sickle20x2SlashingMelee11d21d31d41d61d82d63d64d66d68d6
Sling20x2Bludgeoning50 ft.---11d21d31d41d61d82d63d6
Spear20x3PiercingMelee or 20 ft.-11d21d31d41d61d82d63d64d66d6
Staff20x2BludgeoningMelee--1/11d2/1d21d3/1d31d4/1d41d6/1d61d8/1d82d6/2d63d6/3d64d6/4d6
Spiked Gauntlet[/b]*[/b]20x2Piercing and BludgeoningMelee---11d21d31d41d61d82d63d6
Unarmed*20x2BludgeoningMelee----11d21d31d41d61d82d6

Martial Weapons
WeaponCriticalTypeRangeFinestFinerFineDimunitiveTinySmallMediumLargeHugeGargantuanColossal
Axe20x3Slashing and BludgeoningMelee11d21d31d41d61d81d123d64d66d68d6
Bastard Sword19-20x2Slashing or PiercingMelee11d21d31d41d61d81d102d83d84d86d8
Bow20x3Piercing100 ft.---1d31d41d61d82d63d64d66d6
Composite Bow20x3Piercing110 ft.---1d31d41d61d82d63d64d66d6
Curved Sword18-20x2SlashingMelee - 11d21d31d41d62d42d63d64d66d6
Flail19-20x2BludgeoningMelee11d21d31d41d61d81d102d63d64d66d6
Glaive20x3SlashingReach11d21d31d41d61d81d102d63d64d66d6
Greatclub20x2BludgeoningMelee11d21d31d41d61d81d102d63d64d66d6
Guisarme20x3SlashingReach-11d21d31d41d62d42d63d64d66d6
Halberd20x3Percing or SlashingMelee11d21d31d41d61d81d102d63d64d66d6
Hammer20x3BludgeoningMelee11d21d31d41d61d82d63d64d66d68d6
Lance20x3PiercingReach-11d21d31d41d61d81d102d63d64d6
Pick20x4PiercingMelee--11d21d41d61d81d102d63d64d6
Ranseur20x3PiercingReach-11d21d31d41d62d42d63d64d66d6
Sap20x2BludgeoningMelee11d21d31d41d61d81d102d63d64d66d6
Scythe20x4Piercing or SlashingMelee-11d21d31d41d62d42d63d64d66d6
Shield20x2BludgeoningMelee--11d21d31d41d61d81d102d63d6
Spiked Armor*20x2PiercingMelee--11d21d31d41d61d81d102d63d6
Spiked Shield20x2Piercing and Bludgeoning-11d21d31d41d61d81d102d63d64d66d6
Sword19-20x2Slashing or PiercingMelee11d21d31d41d61d82d63d64d66d68d6
Thinblade19-20x3PiercingMelee-11d21d31d41d62d42d63d64d66d6
Throwing Axe20x2Slashing10 ft.-11d21d31d41d61d81d102d63d64d6
Throwing Hammer20x2Bludgeoning20 ft.-11d21d31d41d61d81d102d63d64d6
Trident20x2PiercingMelee or 10 ft.11d21d31d41d61d81d102d63d64d66d6

Exotic Weapons
WeaponCriticalTypeRangeFinestFinerFineDimunitiveTinySmallMediumLargeHugeGargantuanColossal
Bolas20x2Bludgeoning10 ft.---11d21d31d41d61d81d102d6
Dire Flail19-20x2BludgeoningMelee-1/11d2/1d21d3/1d31d4/1d41d6/1d61d8/1d81d10/1d102d6/2d63d6/3d64d6/4d6
Double Axe20x3Bludgeoning and SlashingMelee1/11d2/1d21d3/1d31d3/1d31d4/1d41d6/1d61d8/1d81d10/1d102d6/2d63d6/3d64d6/4d6
Double Sword19-20x2Piercing or SlashingMelee-1/11d2/1d21d3/1d31d4/1d41d6/1d61d8/1d81d10/1d102d6/2d63d6/3d64d6/4d6
Dwarven Axe20x3Bludgeoning and SlashingMelee1d21d31d41d61d81d101d123d64d66d68d6
Hook-Hammerx3/x4Bludgeoning/ PiercingMelee--1d2/11d3/1d21d4/1d31d6/1d41d8/1d61d10/1d82d6/1d103d6/2d64d6/3d6
Kama20x2SlashingMelee11d21d31d41d61d81d102d63d64d66d6
NetN/AN/A10 ft.-----------
Nunchaku20x2BludgeoningMelee11d21d31d41d61d81d102d63d64d66d6
Repeating Crossbow19-20x2Piercing120 ft.11d21d31d41d61d81d102d63d64d66d6
Sai20x2BludgeoningMelee or 10 ft.-11d21d31d41d61d81d102d63d64d6
Shuriken20x2Piercing10 ft--11d21d31d41d61d81d102d63d6
Siangham20x2PiercingMelee11d21d31d41d61d81d102d63d64d66d6
Spiked Chain20x2PiercingReach-11d21d31d41d62d42d63d64d66d6
Urgrosh20x3Slashing/ PiercingMelee--1d2/11d3/1d21d4/1d31d6/1d41d8/1d61d10/1d82d6/1d103d6/2d64d6/3d6
Whip20x2SlashingReach---11d21d31d41d61d81d102d6

Failing since 1989

I suppose this signature has run it's course.
User avatar
CatharzGodfoot
King
Posts: 5668
Joined: Fri Mar 07, 2008 7:54 pm
Location: North Carolina

Post by CatharzGodfoot »

If you're going to keep dwarven axes, it's probably best if they're designated as medium martial weapons that deal 1d10 damage, with the "hand and a half" special. Same deal for bastard swords and bastard clubs or whatever the hell else there are.

Speaking of the club progression, it seems like 'club' and 'greatclub' could be merged with a similar caveat to sword/dagger.

Anyway, this is a great effort, and when it makes it into the Tome a lot of weapon sizing questions will be cleared up.
The law in its majestic equality forbids the rich as well as the poor from stealing bread, begging and sleeping under bridges.
-Anatole France

Mount Flamethrower on rear
Drive in reverse
Win Game.

-Josh Kablack

Utterfail
Master
Posts: 221
Joined: Thu Sep 10, 2009 2:03 am

Post by Utterfail »

It might make more sense to axe (ha) the greatclub, call it a club, and make it simple. Also, I'm just letting all martial melee weapons three sizes smaller be simple weapons. That way simple weapon users also get hand axes, little curved knives, little shanky thinblades, bastard daggers (in case you loan it to a fairy thats proficient?), and hand tridents. It gives a few more options to simple weapon users without being much of a buff.
Failing since 1989

I suppose this signature has run it's course.
User avatar
God_of_Awesome
Knight-Baron
Posts: 686
Joined: Sat Aug 22, 2009 7:19 am

Post by God_of_Awesome »

I notice weapons like the club do less damage then the sword at Medium size but do more around Collosal.
Frank on the Fighter (Abridged)
FrankTrollman wrote:
God_of_Awesome wrote: Could I inquire on the motive behind the design decisions on the Fighter class?
...

The Fighter is intended to be, like the Wizard, a character who can and does adapt their tactics to the opposition and draws upon player experience to deliver tactical victories. And to do it without "feeling" like it was using Magic.

...

So honestly, when someone tells me "I know the game backwards and forwards, and when I pull out all the stops with the Fighter I totally win!" And my response is "OK, good." Because that's exactly what people report with the Wizard too.

-Username17
Utterfail
Master
Posts: 221
Joined: Thu Sep 10, 2009 2:03 am

Post by Utterfail »

the 6d8 on the colossal club should be 6d6, good catch. I'll fix it when I get on a proper computer instead of my PSP.
Failing since 1989

I suppose this signature has run it's course.
User avatar
God_of_Awesome
Knight-Baron
Posts: 686
Joined: Sat Aug 22, 2009 7:19 am

Post by God_of_Awesome »

I thought that was on purpose.

I was all like, "That kinda makes sense."
Frank on the Fighter (Abridged)
FrankTrollman wrote:
God_of_Awesome wrote: Could I inquire on the motive behind the design decisions on the Fighter class?
...

The Fighter is intended to be, like the Wizard, a character who can and does adapt their tactics to the opposition and draws upon player experience to deliver tactical victories. And to do it without "feeling" like it was using Magic.

...

So honestly, when someone tells me "I know the game backwards and forwards, and when I pull out all the stops with the Fighter I totally win!" And my response is "OK, good." Because that's exactly what people report with the Wizard too.

-Username17
Utterfail
Master
Posts: 221
Joined: Thu Sep 10, 2009 2:03 am

Post by Utterfail »

Alright, its finished and alphabetized the OP is updated. I realized I forgot regular gauntlets in there, so I added those for a total of 51 weapon types. Since it covers larger versions of normal weapons I'm it covers some of the stupid splatbook weapons too like "Great Flail".

Anyway, I don't think I made any serious mistakes. The only think I'm slightly concerned about is the new category of thinblades, which come in at 19-20x3 1d6 as small weapons.

Thoughts?
Failing since 1989

I suppose this signature has run it's course.
Akula
Knight-Baron
Posts: 960
Joined: Wed Oct 22, 2008 7:06 am
Location: Oakland CA

Post by Akula »

Darts, or some other simple light throwable weapon would be nice. Unless those are to be represented by Shuriken.
Utterfail
Master
Posts: 221
Joined: Thu Sep 10, 2009 2:03 am

Post by Utterfail »

Darts sucked. They were similar, but inferior to spears. Whats the difference between tiny spears and full size war-darts? Fletching and a worse crit multiplier. So, if you want darts, just stat them out as tiny spears.

Because thats what they are.
Failing since 1989

I suppose this signature has run it's course.
User avatar
CatharzGodfoot
King
Posts: 5668
Joined: Fri Mar 07, 2008 7:54 pm
Location: North Carolina

Post by CatharzGodfoot »

Utterfail wrote:Thoughts?
You're missing some of the DMG weapons. Most importantly the kusarigama (light, reach, 1d6 slashing, crit x2), which together with the spiked chain, lightblade, and thinblade, makes up the small set of exotic weapons people actually have reason to use. If it's scaled, the kusarigama is basically a spiked chain ON STEROIDS!!!, dealing 2d6 slashing at medium size.


Also, I think the finer/finest thing is hilarious, but there's really no need for it. I'm not going to cry if fine creatures all have to use two-handed weapons.
The law in its majestic equality forbids the rich as well as the poor from stealing bread, begging and sleeping under bridges.
-Anatole France

Mount Flamethrower on rear
Drive in reverse
Win Game.

-Josh Kablack

Utterfail
Master
Posts: 221
Joined: Thu Sep 10, 2009 2:03 am

Post by Utterfail »

Hmm, lots of weapons are being excepted to the "two-hands for reach rule" that I thought worked so well. I'll need to word it another way. Also, the Kusarigama dealing a bit more damage but not having the ability to hit into both adjacent and reach squares i'd say would pretty much balance it against it.
Failing since 1989

I suppose this signature has run it's course.
User avatar
CatharzGodfoot
King
Posts: 5668
Joined: Fri Mar 07, 2008 7:54 pm
Location: North Carolina

Post by CatharzGodfoot »

Utterfail wrote:Also, the Kusarigama dealing a bit more damage but not having the ability to hit into both adjacent and reach squares i'd say would pretty much balance it against it.
It's a chain weapon.
The law in its majestic equality forbids the rich as well as the poor from stealing bread, begging and sleeping under bridges.
-Anatole France

Mount Flamethrower on rear
Drive in reverse
Win Game.

-Josh Kablack

User avatar
CatharzGodfoot
King
Posts: 5668
Joined: Fri Mar 07, 2008 7:54 pm
Location: North Carolina

Post by CatharzGodfoot »

There's some significant overlap between the scythe and the pick. Basically, in this setup, the scythe is flat-out superior in every way.

Anyway, here is a scythe:
Image

Not a very effective weapon, which is why a "war scythe" looks like this:
Image
You attach the blade in such a way that it becomes, in D&D terms, a poleaxe.


Here is what you might expect a 'war pick' to look like in D&D:
Image
However, that's a warhammer.

So maybe they look more like this:
Image
However, as you probably already know that's a kama (sickle--note that the kama and sickle are identical, except one is "exotic" because of the name).

My point is, the D&D "war scythe" and the D&D "pick" are both imaginary weapons. They actually look quite similar in everything but scale, so you might as well combine them. Furthermore, the D&D kama is an absolute shit weapon with no reason to exist. You might as well get rid of it entirely and say that a "kama" is a light pick or sickle just as a "war scythe" is a two-handed pick.


Here is a kusarigama:
Image
As is probably obvious, it doesn't fit the D&D stats at all. It's a kama (sickle) with a kusari (chain) attached. It's a freaky double weapon like the gnome hook hammer.

The D&D "kusarigama" looks like this:
Image

It should be pretty obvious that the commonly depicted D&D spiked chain:
Image
...is a terrible idea. For one, it's always depicted as a double weapon (which it isn't). Secondly, there's no way to change the grip and use it at close range. The closest thing would be this:
Image combined with this: Image
So that's your spiked chain.


My point is that there's good reason to get rid of a lot of the more useless weapons, and furthermore that the Tomes are going to need some weapon illustrations.
The law in its majestic equality forbids the rich as well as the poor from stealing bread, begging and sleeping under bridges.
-Anatole France

Mount Flamethrower on rear
Drive in reverse
Win Game.

-Josh Kablack

Utterfail
Master
Posts: 221
Joined: Thu Sep 10, 2009 2:03 am

Post by Utterfail »

Ok, so, scythes get replaced by picks as the "big ass piercing weapon". I'd say then, that scythes get folded into sickles. A big-ass sickle is a DnD scythe. A big ol' dumb scythe needs to exist in dnd because.... well, some people want that death motif, and frankly, thats cool.

As for the spiked chain, I always imagined it as a 7 or so foot chain with spikes on the last half or so of it, so you could adjust the grip on the part without spikes.

I'll work on reducing the list more soon.
Failing since 1989

I suppose this signature has run it's course.
Post Reply