Bones as Weapons? [Archive] - Wizards Community

Post/Author/DateTimePost
Scarlet Terror

02-16-04, 10:09 AM
This is a question I have as a player for a DM. I have DMed many times and decided to use "What's a DM to Do?" because I trust you guys more.

To make this easy, I have posted the direct question below the exposition (background info) if you don't like reading...

Background: In our new campaign, the characters (Me included) sailed from their home island westward. We were attacked by monsters aboard another ship and defeated them. Too weak to fight again, we were boarded by another ship. They (the monsters) tied us up and knocked us out. We awoke in a dungeon cell, and with some improvised tools, escaped with the help of our rogue. Item and weapon-less, we must escape the monster infested dungeon and steal a ship. The cell next to ours contained two skeletons, so we took the bones to use as weapons, until we found ours (If the monsters didn't discard them). The DM didn't intend for this to happen, but he's glad we used our smarts for once.

Question: What are rules for weapons not intended to be used as weapons, such as bones? We plan to use the larger ones for clubs and the ribs for daggers and short swords. We need weapons for 6 characters, 2 NPCs, 4 PCs... will two medium sized skeletons worth of bones be enough? Thanks!
DarkThoughts24

02-16-04, 10:12 AM
if you give the pcs a chance to craft improvised daggers and use the bones as clubs in which they are procient in, i'd say a -2 penalty instead of a -4 if jsut off the body go straight -4.
LordMacbeth

02-16-04, 12:03 PM
If only I could find my Dark Sun rules for bone weapons! If I remember correctly they were a -2 to damage weapon that broke on a 2 or a 1.
Rhineglade

02-16-04, 12:38 PM
I think they also had a similar situation in Module A4: In the Dungeons of the Slavelords if I am not mistaken. I don't have my copy handy but the characters are expected to use bones as clubs and I am sure they have combat rules regarding that issue I would imagine.
The Admiral

02-16-04, 07:17 PM
In the Complete Warrior there are rules for improvised weapons. Most likely the bigger bones would be treated as clubs and the smaller ones possibly as daggers. Though you will get a negative to hit unless you guys have the feat for improvised weapons.
Kronk LaSworda

02-19-04, 03:29 PM
I would treat the large leg bones as clubs with -1 damage and it breaks on a 1. The small leg bone, the arm bone or rib bones would do damage similar to a dagger with -1 damage and break on a 1 or a 2. Two bodies would give you 4 large leg bones and more than enough small leg bones and ribs for the rest. I could see -2 damage though, and wouldn't really care either way. That sounds more than fair for their quick thinking.

That did happen in Module A4: In the Dungeons of the Slavelords, but since I was a player, I don't remember what the damage was. I think the above should get you pretty close.

If you are feeling particularly evil, rule that one of the dead prisoners have had a broken leg, thus giving only 3 usable bone clubs. :smirk:
BRJN

02-20-04, 10:08 PM
Don't forget that you can throw those finger and toe bones, or use them in a sling. Probably such a weapon would do 1 HP total and be destroyed by use. But it still sounds like fun.
His Majesty

02-21-04, 09:41 AM
Using the large bones as clubs should probably entail no penalty. Sharpened bones used as dagger, however, will entail a penalty of -2 (not sure to damage or attack) due to inferiior materials.
Rotipher

02-21-04, 02:13 PM
~*** Rotipher puts on her Anatomy Professor hat *** ~

Unless the skeletons were *extremely* old, the femurs should be perfectly good clubs (no penalty). A human femur is as strong as a steel pipe of equal weight, so breakage shouldn't be an issue.

A humerus or tibia would make a good club, although it would be sized for a Small wielder. Downgrade club damage accordingly, and (again) ignore breakage unless the skeletons were very old.

The only bone that might make a usable dagger "as is" is the sternum. I'd suggest a -2 to hit and a -1 on damage for that. Forearm bones (ulna & radius) might make crude stabbing tools, but damage would be minimal (1d3 hp) and attack rolls would be penalized by at least -3. The fibula is too long for a dagger and too thin and unwieldy for melee, although I suppose it might be used to parry a single attack (breaking automatically).

The only part of a skeleton that might conceivably be used as an effective missile weapon is the skull (maybe 1d3 on a hit if thrown). Even the patellas and larger tarsals (talus and calcaneus) are too light to make effective sling ammunition.

So that's four Medium and eight Small clubs, plus two semi-usable and eight extremely poor stabbing implements. Your best bet is probably to pass out clubs all around, then give the strongest two characters a sternum each. Grappling attacks will also be of use, as you might be able to wrestle a couple of monsters to the ground, beat them to death with the clubs, then divy up *their* weapons.
Ertai Planeswalker

02-22-04, 11:40 AM
Remember, bones do not go 'Clank'.
ShadowShinobi

02-22-04, 11:43 AM
-2 atk and damage, hardness of 6 and 10 hp per inch of thickness.
JuanCudz

02-24-04, 01:41 PM
The Maztica boxed set had rules for stone and bone weapons.

I like the option of using a big bone as a club. If it breaks chances are you now have a splintered haft which you can use as a dagger!! If that breaks you can throw the remains at your enemy, then run....