A Trap-Free Weapon table

Post/Author/DateTimePost
#1

RCanine

Sep 14, 2014 1:33:35

Here's my take on what it would look like. Fill in some holes, nerf some of the overbudget items, buff some of the traps. It's a bit more complex, but I think it works:

 

https://docs.google.com/spreadsheets/d/1aq_F3CKCPmqyg3tsEdywCC6lxbJuRRZxLRkM-j9DAL4/edit#gid=0

 

The only thing I couldn't figure out what to do with was halberd and glaive being identical. Maybe if I put weapons into groups...

#2

Captain_Kobold

Sep 14, 2014 5:17:55

Might need to check the access settings.

 

Halberd and glaive look reasonably different, but they, along with many other polearms fall into "Blade on a stick designed primarily for cutting, with stabbing as a secondary option." Some of them include spikes and protrusions to trip or hook, but most weapons can do something like that somehow.

Theres no reason why you need both on the table at all.

 

Likewise Tridents could be removed as a separate entry and just considered a spear variant.

#3

1eejit

Sep 14, 2014 5:58:24

It's almost as if there are different weapons included for flavour purposes even though some share the same stats. Astonishing.

#4

spelley

Sep 14, 2014 6:27:46
Not all weapons are created equal. Not every weapon needs tobe "equal" as well. The reason non-optimal weapons are listed is that sometimes you don't get to choose what weapons are available, what you can pick up if your weapon is stolen/sundered. You could also run into a magic version of an "inferior" weapon that has benefits that make it worth it.
(Reply to #3)

arderkrag

1eejit wrote:
#6

arderkrag

Sep 14, 2014 8:55:09
RCanine wrote:
#7

RCanine

Sep 14, 2014 9:53:48

Woops, should be able to access it now.

 

The goal of this new table was to make every weapon interesting in one way or another and to have only two quality tiers: simple and martial. All simple weapons are about the same in quality, as are all martial ones.

 

Captain_Kobold wrote:
#8

RCanine

Sep 14, 2014 9:57:48

arderkrag wrote:
(Reply to #8)

arderkrag

RCanine wrote:
(Reply to #9)

RCanine

arderkrag wrote:
#11

spelley

Sep 16, 2014 10:20:10

RCanine wrote:
#12

Lawolf

Sep 16, 2014 10:24:05

Here is how I would do weapons.

 

Step 1. Choose Damage Type

bludgeoning, piercing, or slashing

 

Step 2. Choose handedness

1 handed: d8 base damage

2 handed: d12 base damage

 

Step 3. Choose properties (optional)

reach (reduce base damage one step)

simple (reduce base damage one step)

finesse (reduce base damage one step)

thrown (reduce base damage one step)

ranged (reduce base damage one step)

 

Step 4: Describe your weapon

You might call your two handed finesse reach weapon a spiked chain while somoene else calls theirs a naginata. You might call your two handed finesse weapon a flamberge while someone else calls thiers a katana. You might call your one handed finesse weapon a rapier while someone else calls theirs a shortsword.

 

Note: versatile, light, and heavy properties no longer exist. They really aren't needed at all.

#13

spelley

Sep 16, 2014 10:29:37

Versatile is extremely useful for Eldritch Knight and other hybrids.

#14

Slyck314

Sep 16, 2014 10:57:27
I prefer that there exist inferior choices. Sometimes those choices are the only ones available.
#15

Lawolf

Sep 16, 2014 11:07:11

spelley wrote:
#16

spelley

Sep 16, 2014 11:16:55

Lawolf wrote:
#17

cowleymen

Jan 07, 2015 11:41:26

Lawolf wrote:
#18

Brock_Landers

Jan 07, 2015 12:01:16

My only real complaint is the Trident, I mean, come on, of course it is 1d8, Thrown, range 20/60, versatile (1d10).

#19

bawylie

Jan 07, 2015 12:54:55

I feel like versatile can jump back in as a property allowing you to switch between handedness. 

 

Also that thrown/ranged needs clarity. 

 

For instance our trident could well be a d8 when used in 1 hand, a d6 when thrown, and a d10 in two hands. 

 

Also hammer toss & caber toss become possibilities if we're clearer on the difference between thrown/ranged. 

#20

sleypy

Jan 07, 2015 13:25:42

cowleymen wrote: