Friday, December 11, 2015


Figured I'd talk about weapons. Mainly because I don't want to get into combat at the moment and because I'm working through some ideas about crits and fumbles. After combat I'll start getting into races and classes. Combat comes before them because some of the changes I'm making to them are based on the changes I'm making to the combat system.

I'll get to it.


**EDIT: See this post for updated weapons list**

Most of this is self explanatory, but I'll go over it anyways.

Weapon: Primary name of the weapon. Can be called other things, or even a completely different weapon that would act basically the same way. For example, a War Pick would use the Battle Axe stats.

Type: B = Bludgeoning, S = Slashing, P = Piercing. I'm pretty sure I'm keeping these relevant. It's pretty simple to remember and adds some variety to some monsters in terms of resistances.

Hands: Number of hands required to wield the weapon effectively. 
  • Lances can only be used from horseback, but only require one hand to use.

Damage: Die rolled on a successful hit. The number in parenthesis is if you're wielding the weapon 2 handed.

Range Increment: For weapons with just one number, you suffer a -2 penalty to attack at each increment beyond the first, up to it's maximum of 4 increments (-6 penalty). If there are four numbers, the penalty works out the same, but because of the missile weapon, the longer ranges are longer than thrown weapons.

Special: Any special effects the weapon has.
  • Penetrating: Armor is rated 1 lower when being struck by a penetrating weapon. Also, as long as you actually do 2 or more damage, your minimum damage is 2 against an armored opponent, instead of the normal 1.
  • Balanced: You gain a +1 bonus to Attack and Defense while wielding these weapons because of their balance allowing superior motion and ability to parry quickly.
  • Reach: You engage opponents up to 10' away in melee and they require the engaged penalty to movement in order to move closer to you.
  • Lance: When charging from horseback with a lance (or long spear), you ignore armor on a successful hit.
  • Bows and Crossbows: This is basically the same as Penetrating above, but they get to do it at range (and more of it in the case of heavy crossbows). Each number corresponds to a range increment. For example, Short Bows do a minimum of 2 damage and count their targets armor as one less within short range. Heavy Crossbows, on the other hand, reduce armor by 2 and do a minimum of 3 damage if the target is armored and in short range.
  • Firearms: Firearms are also subject to backfire and misfire. On a natural attack roll of 1 on the d20, firearms simply don’t shoot: they either backfire or misfire (equal chances). In the first case it causes 1d6 of damage to the user; in the second case the powder is fouled, and the user must spend 10 minutes cleaning the gun, before it can shoot again. Note that in wet conditions, firearms misfire on a 1 or 2 on the d20 (but do not backfire). Nonetheless, firearms do have their own advantages: they ignore armor at close range and have penetration 1 on all other ranges; they deal double damage on a natural attack roll of 19/20 on the d20 (rather than 20 for other weapons, though a 19 is still not considered a critical hit).
Weight: How much the weapons weigh and encumber you.

Cost: How much the weapons cost to buy....until I work out my trade tables in the future...probably far future..

These weapons aren't 100% balanced against each other, but it should be pretty good. Polearms and Long Spears are pretty great (and they kind of should be), BUT they require SPACE to use. If they are in a confined space, say a 10ft square area, they take a -4 to their attacks and defense,  and they loose their special abilities. If they are in an area smaller than 10ft, they cannot attack and may not even be able to bring the weapon into the area.

I'll probably have another Comic Talk this weekend and I'll figure out my crits and fumbles to talk about next week.

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