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| pres_man04-26-06, 01:00 AM | In with the old, out with the new. Well sort of. This list is a combination of the 3rd edition equipment and the 3.5 edition. I've added another level to the 3.5, so there is two-handed, one-handed, light, and now ultralight. Any rule that applies to light also applies to ultralight. A weapon that is light for a creature it is designed for, is ultralight for a creature one size larger. Likewise a weapon that is ultralight for a creature it is designed for is light for a creature one size smaller. Also I've put in the sizes for ranged weapons, so players know how to relate them to different sized individuals. Table: Weapons Simple Weapons Cost Dmg(S) Dmg(M) Crit Range Weight Type Unarmed Attacks Gauntlet 2 gp * * * 1 lb. B Unarmed 1d2 1d3 x2 B strike Ultralight Melee Weapons Dagger 2 gp 1d3 1d4 1920/x2 10 ft. 1 lb. P/S Dagger, 2 gp 1d3 1d4 x3 1 lb. P punching Gauntlet, 5 gp 1d3 1d4 x2 1 lb. P spiked Light Melee Weapons Mace, light 5 gp 1d4 1d6 x2 4 lb. B Sickle 6 gp 1d4 1d6 x2 2 lb. S One-Handed Melee Weapons Club 1d4 1d6 x2 10 ft. 3 lb. B Mace, heavy 12 gp 1d6 1d8 x2 8 lb. B Morningstar 8 gp 1d6 1d8 x2 6 lb. B and P Shortspear 1 gp 1d4 1d6 x2 20 ft. 3 lb. P Two-Handed Melee Weapons Longspear4 5 gp 1d6 1d8 x3 9 lb. P Quarterstaff5 1d4/1d4 1d6/1d6 x2 4 lb. B Spear 2 gp 1d6 1d8 x3 20 ft. 6 lb. P Greatclub 5 gp 1d8 1d10 x2 8 lb. B Ranged Weapons Light Range Weapons Crossbow, light 35 gp 1d6 1d8 1920/x2 80 ft. 4 lb. P Bolts, 1 gp 1 lb. crossbow (10) Dart 5 sp 1d3 1d4 x2 20 ft. 1/2 lb. P One-Handed Range Weapons Crossbow, heavy 50 gp 1d8 1d10 1920/x2 120 ft. 8 lb. P Bolts, 1 gp 1 lb. crossbow (10) Javelin 1 gp 1d4 1d6 x2 30 ft. 2 lb. P Sling 1d3 1d4 x2 50 ft. 0 lb. B Bullets, 1 sp 5 lb. sling (10) *Note: Guantlet does damage with respect to your unarmed strike, but it does it as lethal damage. Also you can not use a guantlet that is not sized correctly. *Greatclub has been moved to simple weapons. Martial Weapons Cost Dmg (S) Dmg (M) Crit Range Weight1 Type2 Ultralight Melee Weapons Kukri 8 gp 1d3 1d4 1820/x2 2 lb. S Spiked armor special 1d4 1d6 x2 special P Light Melee Weapons Axe, throwing 8 gp 1d4 1d6 x2 10 ft. 2 lb. S Hammer, light 1 gp 1d3 1d4 x2 20 ft. 2 lb. B Handaxe 6 gp 1d4 1d6 x3 3 lb. S Pick, light 4 gp 1d3 1d4 x4 3 lb. P Sap 1 gp 1d43 1d63 x2 2 lb. B Shield, light special 1d2 1d3 x2 special B Spiked shield, light special 1d3 1d4 x2 special P Sword, short 10 gp 1d4 1d6 1920/x2 2 lb. P One-Handed Melee Weapons Battleaxe 10 gp 1d6 1d8 x3 6 lb. S Flail 8 gp 1d6 1d8 x2 5 lb. B Longsword 15 gp 1d6 1d8 1920/x2 4 lb. S Pick, heavy 8 gp 1d4 1d6 x4 6 lb. P Scimitar 15 gp 1d4 1d6 1820/x2 4 lb. S Shield, heavy special 1d3 1d4 x2 special B Spiked shield, heavy special 1d4 1d6 x2 special P Trident 15 gp 1d6 1d8 x2 10 ft. 4 lb. P Warhammer 12 gp 1d6 1d8 x3 5 lb. B Two-Handed Melee Weapons Falchion 75 gp 1d6 1d10 1820/x2 8 lb. S Glaive4 8 gp 1d8 1d10 x3 10 lb. S Greataxe 20 gp 1d10 1d12 x3 12 lb. S Flail, heavy 15 gp 1d8 1d10 1920/x2 10 lb. B Greatsword 50 gp 1d10 2d6 1920/x2 8 lb. S Guisarme4 9 gp 1d6 2d4 x3 12 lb. S Halberd 10 gp 1d8 1d10 x3 12 lb. P or S Lance4 10 gp 1d6 1d8 x3 10 lb. P Ranseur4 10 gp 1d6 2d4 x3 12 lb. P Scythe 18 gp 1d6 2d4 x4 10 lb. P or S Ranged Weapons Light Ranged Weapons Shortbow 30 gp 1d4 1d6 x3 60 ft. 2 lb. P Arrows (20) 1 gp 3 lb. Shortbow, composite 75 gp 1d4 1d6 x3 70 ft. 2 lb. P Arrows (20) 1 gp 3 lb. One-Handed Ranged Weapons Longbow 75 gp 1d6 1d8 x3 100 ft. 3 lb. P Arrows (20) 1 gp 3 lb. Longbow, composite 100 gp 1d6 1d8 x3 110 ft. 3 lb. P Arrows (20) 1 gp 3 lb. *Falchion now does 1d10 damage. *"Handedness" for bows is only to determine how large or small of a bow wrongly sized can a creature use. All bows require two hands to use, regardless of their "handedness". Exotic Weapons Cost Dmg (S) Dmg (M) Crit Range Weight1 Type2 Light Melee Weapons Kama 2 gp 1d4 1d6 x2 2 lb. S Nunchaku 2 gp 1d4 1d6 x2 2 lb. B Sai 1 gp 1d3 1d4 x2 10 ft. 1 lb. B Siangham 3 gp 1d4 1d6 x2 1 lb. P Rapier 20 gp 1d4 1d6 1820/x2 2 lb. P One-Handed Melee Weapons Sword, katana 35 gp 1d6 1d8 1820/x2 6 lb. S Sword, bastard 35 gp 1d8 1d10 1920/x2 6 lb. S Waraxe, dwarven 30 gp 1d8 1d10 x3 8 lb. S Whip4 1 gp 1d23 1d33 x2 2 lb. S Two-Handed Melee Weapons Axe, orc double5 60 gp 1d6/1d6 1d8/1d8 x3 15 lb. S Chain, spiked4 25 gp 1d6 2d4 x2 10 lb. P Flail, dire5 90 gp 1d6/1d6 1d8/1d8 x2 10 lb. B Hammer, gnome hooked5 20 gp 1d6/1d4 1d8/1d6 x3/x4 6 lb. B and/or P Sword, two-bladed5 100 gp 1d6/1d6 1d8/1d8 1920/x2 10 lb. S Urgrosh, dwarven5 50 gp 1d6/1d4 1d8/1d6 x3 12 lb. S and/or P Ranged Weapons Ultralight Ranged Weapons Crossbow, hand 100 gp 1d3 1d4 1920/x2 30 ft. 2 lb. P Bolts (10) 1 gp 1 lb. Shuriken (5) 1 gp 1 1d2 x2 10 ft. 1/2 lb. P Light Ranged Weapons Crossbow, repeating 250 gp 1d6 1d8 1920/x2 80 ft. 6 lb. P light Bolts (5) 1 gp 1 lb. One-handed Ranged Weapons Crossbow, repeating 400 gp 1d8 1d10 1920/x2 120 ft. 12 lb. P heavy Bolts (5) 1 gp 1 lb. Net 20 gp 10 ft. 6 lb. Bolas 5 gp 1d33 1d43 x2 10 ft. 2 lb. B 1 Weight figures are for Medium weapons. A Small weapon weighs half as much, and a Large weapon weighs twice as much. 2 When two types are given, the weapon is both types if the entry specifies and, or either type (players choice at time of attack) if the entry specifies or. 3 The weapon deals nonlethal damage rather than lethal damage. 4 Reach weapon. 5 Double weapon. *Rapier is now a light exotic weapon, that can be used as a martial one-handed weapon. The fact that it is actually a light weapon means that power attack does not benefit it and using it two-handed does not benefit it. *Katana has properties similiar to the bastard sword, STR 13 required for EWP, can be treated as martial if using two-hands. So not very different from the core 3.5 weapons, but I wanted to give the "handedness" of the ranged weapons, so that players could know what is useable and what is not based on size. |
| tarkin04-26-06, 12:57 PM | Basically you are allowing people to use some light weapons that were designed for a creature smaller than them. I don't see any other effect of what you are doing. |
| pres_man04-26-06, 01:47 PM | Basically you are allowing people to use some light weapons that were designed for a creature smaller than them. I don't see any other effect of what you are doing. Right, basically this was how 3rd edition was. Some weapons were Tiny (ultralight), some were small (light), some were medium (one-handed), and some were large (two-handed) [based on medium creatures]. I'm just bring that back, that way you can have the dagger for instance make a little more sense as smaller creatures use it. Dagger = Dagger (for correctly sized) Dagger ~ Shortsword (for one size smaller, at -2) Dagger ~ Longsword (for two sizes smaller, at -4) Dagger ~ Greatsword (for three sizes smaller, -6) Also I went ahead and put the "handedness" for ranged weapons, which was a big complaint when 3.5 game out. How big or small of a bow can somebody use? Now players know. A medium creature could use a large longbow (-2 penalty), large smallbow (-2 penalty), and a huge smallbow (-4 penalty); but not a huge longbow. If it looks like there isn't much change from the real weapon list, then good! That is my goal to fix a few minor issues, but keeping the core details intact, not to totally revamp the system. |
| pres_man04-27-06, 10:09 AM | I went ahead and made the rapier a light exotic weapon, that can be used as a one-handed martial weapon. All classes previously proficient in it, are proficient in its one-handed martial use, but not its light exotic use. |
| True_Raistlin04-27-06, 04:04 PM | Is there really a need for ultralight weapons? **************************************** Now, about your fixes The rapier is a balanced weapon for these reasons: First, lets compare it with the long sword Long sword: 1d8 slash dmg/ crit.19-20 x2 Rapier: 1d6 pierce dmg/ cirt.18-20 x2 The does less base damage but you can get critical hits more often, this makes it a balanced weapon. Also by being one handed the rules avoid an abuse for 2W combat. If you make it exotic u make restrictive wpn for classes that depend on dexterity more than strenght and also a cheese wpn for 2W fighters. The reasons why u make a light wpn does a LOT OF SENSE, but instead use a house rule that forbids finnesed weapons to benefit from power attack :D what do u think? The stats for the Falchion are unbalanced Compare it with the martial use of the bastard (two handed) Bastard sword: 1d10 slash dmg/ crit.19-20 x2 Falchion: 1d10 slash dmg/ crit.18-20 x2 (your version) Falchion: 2d4 slash dmg/ crit.18-20 x2 (WotC version) As u can see, it becomes a far better wpn than the bastard, your version migh look fair vs a greatsword, but only if u make it 2H exotic IMO. |
| pres_man04-27-06, 04:36 PM | Is there really a need for ultralight weapons? Well as I said, this was how it was in 3rd edition. I think it could go either way, it just seems to make a bit of sense to me that a shortsword is actually different from a dagger. That difference is the difference between light and ultralight. Also, a hand crossbow is the same size as a light crossbow? Come on, that is silly. The rapier is a balanced weapon for these reasons: I am not agruing that it is not balance, just would it be balanced as a light exotic weapon? Well given the elven blades in CW(?), I would say, yeah, that is pretty much what they did. The reasons why u make a light wpn does a LOT OF SENSE, but instead use a house rule that forbids finnesed weapons to benefit from power attack :D what do u think? Well that then gimps whips and spiked chains (though I'm not too sure how many DMs are going to cry about spiked chains ;) ). It certainly is a reasonable houserule though. Or did you meant that weapons that are currently being finessed, can't benefit from power attack; not just weapons that COULD be finessed. E.g. a fighter using a spiked chain could power attack with it, unless he was also using weapon finesse to apply his Dex instead of Str to attacks. The stats for the Falchion are unbalanced Compare it with the martial use of the bastard (two handed) Well the bastard sword is fairly underpowered as a two-handed martial weapon, that is why it is actually a one-handed exotic. A falchion is a two-handed martial weapon, and thus should be compared to other two-handed martial weapons that fill a similiar role. Those are the greataxe and the greatclub and to a lesser extent the scythe. The rest of the two-handed martial weapons have other features that make a straight comparison a bit difficult. Comparing a 1d10 falchion to a 1d12 greataxe and 2d6 greatsword, would be much the same as comparing the scimitar to the battleaxe and the longsword. And it fits pretty well. The thing I was really surprised about is that the falchion as is, is the most expensive two-handed martial weapon, how the heck are a bunch of orcs running around with them? When price is really an issue (at low levels) the greatsword is cheaper and better. Only when characters have gotten quite high level does the 1d10 falchion begin to overpower the greatsword. |
| dengarbountyhunter04-29-06, 08:17 AM | about the handedness of ranged weapons, are you sure of what you wrote? because now, according to your handedness, the light crossbow is a light weapon and the heavy crossbow is a one-handed weapon... doesn't seem too much of a problem? well, with TWF you could use a heavy crossbow in one hand and a light crossbow in the other, the whole with -2/-2 on attack... review your SRD, man |
| pres_man04-29-06, 11:42 AM | about the handedness of ranged weapons, are you sure of what you wrote? because now, according to your handedness, the light crossbow is a light weapon and the heavy crossbow is a one-handed weapon... doesn't seem too much of a problem? well, with TWF you could use a heavy crossbow in one hand and a light crossbow in the other, the whole with -2/-2 on attack... review your SRD, man Thank you for your concern, I shall indeed. Crossbow, Heavy: You draw a heavy crossbow back by turning a small winch. Loading a heavy crossbow is a full-round action that provokes attacks of opportunity. Normally, operating a heavy crossbow requires two hands. However, you can shoot, but not load, a heavy crossbow with one hand at a 4 penalty on attack rolls. You can shoot a heavy crossbow with each hand, but you take a penalty on attack rolls as if attacking with two one-handed weapons. This penalty is cumulative with the penalty for one-handed firing. Seems the one-handed thing for the heavy crossbow is pretty accurate. Crossbow, Light: You draw a light crossbow back by pulling a lever. Loading a light crossbow is a move action that provokes attacks of opportunity. Normally, operating a light crossbow requires two hands. However, you can shoot, but not load, a light crossbow with one hand at a 2 penalty on attack rolls. You can shoot a light crossbow with each hand, but you take a penalty on attack rolls as if attacking with two light weapons. This penalty is cumulative with the penalty for one-handed firing. Seems my weapon sizes are accurate based on SRD, at least for the light and heavy crossbows. I will later check the other ranged weapons, but I have a feeling they are probably accurate as well because they are actually based on the conversion from 3rd edition weapon sizes (tiny, small, medium, large) to 3.5 edition weapon sizes (light, one-handed, two-handed). If you see any other issues please let me know. *EDIT: You were right about some of the ranged weapons being wrongly sized according to 3.5 rules, not the crossbows, but the sling and the bolas are now treated as one-handed weapons, according to the two-weapon fighting description. Thanks for your concern or I would not have caught that. I've moved both out of the light ranged weapons and into the one-handed ranged weapons. |
| bondious04-29-06, 12:10 PM | YOUR WEAPON'S LIST IS A TOOL OF THE DEVIL!!! :devil: :devil: :devil: :devil: :devil: :devil: :devil: hehehehe...just kidding. :D Actually, I like it and think it makes sense. I do have a couple of comments/concerns, if you will indulge me. 1) Crossbows (light and heavy) still have to be fired two-handed to avoid the -2 attack penalty, correct? 2) I'm not so sure about making the greatclub a simple weapon. I mean, if you look at the standard weapon's list (or even your list minus the greatclub) it shows that the max damage cap for a simple weapon is d8. To get a higher damage die, you need to take a martial weapon (heavy flail, greatsword, glaive). Now I'd have no problem bumping down the greatclub's damage to d8 and putting it as a simple two-handed weapon, and then creating an entirely new weapon called a "warclub" or something like that which would be the d10 damage two-handed martial weapon. But, as it stands, I think the greatclub should be back on the martial weapon's list. Other than that, and what was covered already in previous posts, I think your revision to the weapon's list is pretty good. :thumbsup: |
| Insane Pixie04-29-06, 01:34 PM | It looks like you went off the pretty pictures in the PHB more than historical accuracy. As long as we're on the greatclub, it should stay on the Martial weapons list. It was supposed to represent a weapon such as a tetsubo, not a caveman's club. All of these weapons were fixed in 3.0, redone in v3.5, and have been errata-d to hell and back. The only thing wrong with the weapons in the PHB are the illustrations. |
| Xeviat-DM04-29-06, 03:46 PM | A tetsubo is not difficult to use; every bit of it's side is a striking edge (so it doesn't matter how you hold it). I mean seriously, we go light mace, heavy mace ... but there's no two-handed mace? 1d10 damage is how much a simple two-handed weapon with a 20/x2 crit and no special properties should do; spears do 1d8 20/x3. Seriously, a tetsubo is just a studded bat. We could be talking about a two-handed morning star, or a two handed mace; it isn't 1d8 like a two-handed club would be because the club can be thrown. As for the rest of your changes, I'm unsure of the rewards of doing ultra-light weapons. If you make the dagger lighter than the short sword, then technically the dagger should be a martial weapon (it's damage die is one lower than the short sword, but that is "paid for" by the it's ability to be thrown). |
| pres_man04-29-06, 11:35 PM | bondious: 1) Yeah, I'm not trying to revamp the entire system, so unless stated, you should follow the description in the PHB, so yes a light or heavy crossbow would still have a penalty for using them one-handed. 2) This is more of personal issue, I see it going either way. If it was a 1d10/x3, marital would be fine, but I think it could be argued that as 1d10/x2, it is fairly balanced with the spear 1d8/x3 (range 20'), and the longspear 1d8/x3 (reach), so it is not over powered as a simple weapon. It is still weaker than all other martial two-handed weapons, and if you allow the maul, it really doesn't have much use in the martial weapons. Insane Pixie: I'm not really sure what you are referring to. I was actually using the 3rd edition and the 3.5 edition weapon charts, trying to put them together as much as possible. Besides a few minor changes (greatclub -> simple, falchion -> 1d10 dam), not much was actually changed, the ultralight issue is actually a return to 3rd edition (ultralight = tiny). I didn't actually look at any of the pictures to determine stats or "handedness", I was just using the tables from the 3rd and 3.5 edition PHBs. Xeviat-DM: About the dagger, well I believe the common consensus is that it is overpowered as a simple weapon (choice of 2 types of damage, throwable, 19-20 crit range). I think what you are really getting at is that a one-size larger dagger would act "better" than a correctly sized shortsword (simple vs martial, throwable, choice of 2 types of damage). I can see that, I guess you'd have to consider how balancing the -2 penalty for incorrect size was. I think the -2 penalty is huge, but some people might not see it as that big of a deal. |
| Xeviat-DM05-02-06, 01:25 AM | Xeviat-DM: About the dagger, well I believe the common consensus is that it is overpowered as a simple weapon (choice of 2 types of damage, throwable, 19-20 crit range). I think what you are really getting at is that a one-size larger dagger would act "better" than a correctly sized shortsword (simple vs martial, throwable, choice of 2 types of damage). I can see that, I guess you'd have to consider how balancing the -2 penalty for incorrect size was. I think the -2 penalty is huge, but some people might not see it as that big of a deal. Well ... I think the dagger just needs to loose the ability to be thrown and it's fine. The dart serves well as a "throwing dagger", and a martial version could be thrown and melee. |
| pres_man05-16-06, 06:12 PM | :bump: |
| pres_man05-19-06, 09:50 AM | I've been looking at the sizing for weapon damage from medium to large, and I see some problems (also going to larger sizes). The big issue I see is the leap from 1d8 to 2d6, skipping over the 1d10 damage. This seems to be an issue that they want larger weapons to do more damage and thus in some cases are skipping 2 size dices up. I have no problem with this, but I wish it was consistent. Here is my suggestion. Current Sizes Tiny Small Medium Large - 1 1d2 1d3 1 1d2 1d3 1d4 1d2 1d3 1d4 1d6 1d3 1d4 1d6 1d8 1d4 1d6 1d8(2d4) 2d6 1d6 1d8 1d10 2d8 1d8 1d10 1d12(2d6) 3d6 1d10 1d12(2d6)? 2d8 3d8 2d6(1d12) 2d8(?) 2d10 4d8 You'll notice there is a nice symmetry with the tiny-small-medium currently, it would be nice to have a similiar symmetry with the large, so basically I tried to extrapolate from the others and bump it up two sizes (this seems to be the trend for most large weapons). Suggested Sizes Tiny Small Medium Large - 1 1d2 1d4 1 1d2 1d3 1d6 1d2 1d3 1d4 1d8 1d3 1d4 1d6 1d10 1d4 1d6 1d8(2d4) 2d6 1d6 1d8 1d10 2d8 1d8 1d10 1d12(2d6) 2d10 1d10 1d12(2d6)? 2d8 3d8 2d6(1d12) 2d8(?) 2d10 3d10 |
| Xeviat-DM05-23-06, 03:38 PM | Heck, you can go one step further and just make it simple on yourself: 1d4 > 1d6 > 1d8 (2d4) > 1d10 > 1d12 (2d6) > 2d8 (4d4) > 2d10 > 2d12 (4d6) > 4d8 (8d4) > 4d10 > 4d12 (8d6). All weapon damages scale in this way in my games. Now, there is reason to say that it might be balanced to allow the growth from a one-handed weapon to a two-handed weapon could warrent an increase in the damage die by two steps (longsword 1d8 to greatsword 2d6), because the character is giving up the use of their off-hand for other purposes. |