Adding few weapons to the armory.

Post/Author/DateTimePost
#1

Horwath

Jul 07, 2015 0:52:39

Longspear, simple melee,

1d8 piercing damage, two handed, reach, 4lb, 5gp.

 

Elven curved blade, martial melee,

1d8 slashing damage, finesse, 3lb, 30gp.

(elves could be proficient with this weapon instead of longsword) and dual wielding rapiers looks stupid.

 

Elven court blade, martial melee

2d4 slashing damage, two handed, finesse, 4lb, 75gp

 

Great crossbow, martial ranged,

2d6 piercing damage, ammunition(range 150/600), heavy, two handed, slow loading*, 20 lb, 100gp

*slow loading: loading this weapon requires an action. Characters with crossbow master can reload as bonus action

 

Light balista, martial ranged,

3d6 piercing damage, ammunition(range 150/600), heavy, two handed, slow loading*,mounted* 30 lb, 200gp

*slow loading: loading this weapon requires an action. Characters with crossbow master can reload as bonus action,

*mounted: this weapon must be mounted on a bipod, wall, window or any stable surface or you have disadvantage on attack rolls.

 

Serrated dagger, simple melee

1d4 piercing damage, light, finesse, brutal critical*, 1lb, 5gp

*brutal critical: this weapon adds 2 extra dice of weapon damage in adition to critical damage(4d4 in total). Any extra source of damage is only doubled as a normal critical hit.

 

 

P.S.

spear, longspear and greataxe could be added to polearm master feat list.

 

 

 

#2

Captain_Kobold

Jul 07, 2015 14:31:29

Horwath wrote:
#3

Hebitsuikaza

Jul 07, 2015 15:08:19

I am pretty sure your Longspear is going to need to be d6 if it is going to be simple reach... maybe if it were heavy or martial you could do d8.

 

 

Serrated dagger needs to be martial if it is going to be a dagger, just flat out better thanks to its extra special ability.

#4

Nozareem

Jul 08, 2015 18:48:30

These are the needed weapons they need to come out with soon or in a PDF.

 Bastard sword martial d10 veristile d12.

 

spiked chain/ martial 2d4 reach finesse.

 

Falchion/ martial 2d4 two handed.

 

scythe/ simple melee 2d4 two handed. 

 

double sword/ martial d8/d8.

 

executioner ax/ martial d 10 special Brutal 1.

 

mordenkrad hammer/ martial 2 d6 special two handed brutal1.

 

Craghammer/ martial d10 two handed

 

 Fullblade/ martial d12 two handed.

 

 kukri/ simple melee d6 special brutal 1 finesse

 

broad sword/ martial d10 special brutal 1

 

spiked shield/ martial d6 finesse.

 

war ax/ martial d10 veristile d12.

 

 I've  added some ideas to make some weapons fell different then similar ones just some ideas.

#5

demon_idol

Jul 07, 2015 16:26:15

Horwath wrote:
#6

Sands666

Jul 08, 2015 1:48:22

What about a Kopesh?

#7

Horwath

Jul 08, 2015 3:20:42

Sands666 wrote:
#8

Horwath

Jul 08, 2015 3:30:05

Hebitsuikaza wrote:
(Reply to #4)

The_White_Sorcerer

Nozareem wrote:
(Reply to #8)

Macv12

Horwath wrote:
#11

Horwath

Jul 08, 2015 4:19:47

for assassin it's 4d4 vs 2d8 for rapier.

 

1 damage difference. and outside of surprise you have 2 damage less per attack.

#12

Nozareem

Jul 08, 2015 5:13:23

The_White_Sorcerer wrote:
(Reply to #11)

Macv12

Horwath wrote:
#14

Captain_Kobold

Jul 08, 2015 10:19:15

Nozareem wrote:
#15

Captain_Kobold

Jul 08, 2015 10:34:41

Nozareem wrote:
(Reply to #12)

The_White_Sorcerer

Nozareem wrote:
(Reply to #14)

AdrastusDarke

Captain_Kobold wrote:
#18

Greenstone.Walker

Jul 08, 2015 15:05:28

There are no Simple weapons with either the Reach property or the Heavy property. I guess the assumption is that something that requires leverage and strength to use is a martial weapon. I would be very careful about the implications of adding any to the system.  

 

I aded to my games a weapon very close to your elven sword. I called it "sabre" and gave it eactly the same stats and proficiency as a rapier, except that it did slashing damage.

 

There is already a weapon in the game similar to your longspear - a pike. The game defines it as a Martial weapon. Same for small farming implements - a pruning knife can be modelled as a sickle, a machete or kukri or parang as a scimitar..

 

If we break the weapons into three groups by damage and five groups by size then we see a number of patterns. Long pointy things - javelin/spear/pike. Slashy things - scimitar/longsword/greatsword. Looking at a pivot table shows us gaps where we might want to add items (like the sabre I mentioned above).

http://community.wizards.com/content/blog/4176606

 

#19

Hebitsuikaza

Jul 08, 2015 15:22:27

This is the same thing I just wrote in another post, but it is a pretty handy guide to figure this out.

 

If you want a balanced weapon, start with damage die size.

 

1->d2->d4->d6->d8->d10->d12->2d6

 

* A simple 1-handed weapon does d6 damage.

* If it is martial, increase the die size by one.

* If it is two-handed, increase the die size by one.

* If it is heavy (for martial weapons only), increase the die size by one. Can only be applied to 2-handed weapons. (heavy is already broken since it affects no one in any way except small races.)

* If it is light, reduce the die size by one.

* If it has reach, reduce the die size by one.

* If it has some other significant ability (massive criticals, chance to knock someone down or disarm someone, can't be knocked out of one's hand, etc.) reduce the die size by one

* If it is ranged (assume the range of the most similar bow or crossbow) then reduce the die size by one.

* If a ranged weapon effectively requires no ammo (or you can just pick ammo off the ground almost always) then reduce the die size by one.

* Versatility, thrown and finesse do not affect the die size, but can only be applied to one-handed non-heavy weapons since these are not considered significant abilities.

 

If you just follow those rules then you can go ahead and put together whatever combination you like and call it whatever you like. As for price or weight? Just follow common sense.

#20

Nozareem

Jul 08, 2015 15:29:21

The_White_Sorcerer wrote:
#21

Nozareem

Jul 08, 2015 20:58:43

Ok /The_White_Sorcerer I'm going to hook you up with the 411 on swords of  D&D player hand books past.  In 3.5 their on page 116-120 and in 4th their on page 216-218.  The key point here is the variety makes things more fun and personal to the player.  This keeps from making everyone have to only have a long sword because there are and have been different types if swords and other variations of other weapons to make the game fun!  

#22

Hebitsuikaza

Jul 09, 2015 7:47:45

Nozareem wrote:
(Reply to #21)

The_White_Sorcerer

Nozareem wrote:
#24

ChrisCarlson

Jul 09, 2015 7:37:37

Kids these days... amIright?

#25

Nozareem

Jul 09, 2015 11:18:03

Some of yall are really adiminte on the no flavore other than chocolate or vanilla when it come to swords.  So those who opposes feel  There can never be nothing like a Bastard sword or a broad sword, when they have been in D&D for many addition from second to fourth.  This makes me wonder if those that oppose them ever played any of those addition?  I have been playing since second edition and have used all of those swords from short, long, bastard to great sword.  

 

I'm also wondering if those who oppose would ever consider WOTC to allow those other swords and weapons to be put in under a feat of supiorer weapon which how the did many of those weapons like fullblade and bastard and others in fourth?

#26

Captain_Kobold

Jul 09, 2015 10:51:01

Nozareem wrote:
#27

OGRE1984

Jul 10, 2015 0:12:26

i like the long spear [pike] and i have thought of bringing in the 4E brutal quality as well. for other weapons i consider giving advantage for special maneuvers such as disarm, trip, etc.

if you want a laundry list of weapons with only a minor change in stats, its been done to death in previous editions. however unique cultural weapons such as the thri-kreen glaive[?] and throwing wedge [?] for example, are fine additions for players to find and use. 

#28

Elfcrusher

Jul 10, 2015 7:33:25

Captain_Kobold wrote:
#29

ChrisCarlson

Jul 10, 2015 8:39:27

Having weapons with the brutal quality steals from the Great Weapon Master feat.

#30

Istbor

Jul 10, 2015 11:28:13

Well it does somewhat negate the fighting style for two-handed weapons.

#31

Nozareem

Jul 10, 2015 11:33:14

ChrisCarlson wrote:
#32

Swamp_slug

Jul 10, 2015 13:45:29

Given you get to choose between a feat or an ability score increase and therefore are likely to only have 2-3 feats at 20th level (unless you are a Fighter), this seems like a waste of a feat. 

 

I will also add that I don't think that all of these weapons are necessary. The weapons presented are meant to describe a generic group of weapons of similar properties. I don't need splat books detailing the 36 varieties of a long bladed weapon that can be wielded in one or two hands and deals slashing damage when I have a longsword and I can call it a katana/tulwar/jian etc. Although I would like to see rules for a spiked chain (as a martial weapon) with a spiked chain master feat that allowed you to dual wield it as one of its 3 features.

#33

Nozareem

Jul 10, 2015 14:13:29

All of these weapon have been in most of the past additions from 2e to 4e so I don't see 5e to be any different and I've owned and played them all and living campaigns for them as well.  So wether yall like it or not I'm sure they will be coming out with them at some point.  

#34

Chameleon-X

Jul 10, 2015 16:54:10

I find it funny how whenever there's a thread about adding content to the game, there's a whole RUSH of people who start saying things like "oh, this is already covered by X," or "the game doesn't really NEED that."

 

Yes, technically, you are correct, but the game doesn't really NEED more than two classes (Fighter and Magic-User) and a small handful of weapons ("Sword, Axe, Spear, Bow, etc.").

 

The fact that we HAVE more is not because we NEED there to be Druids and Paladins and Barbarians, or Greatswords and Longswords and Horseman's Flails, and so on, but because adding these things to the game brings more fun to some players, while not detracting any fun (at least ideally) from other players. This is why we now have Tieflings and Half-Orcs and Dragonborn, and so on, instead of just Elves, Dwarves, Hobbits, and Humans.

 

In any case, I would add the following items:

 

Simple Melee

Longspear; 1d8 piercing, Reach, Two-handed

(Basically the same as what the OP posted; honestly, what weapon could be simpler than a two-handed spear?)

 

Shortspear; 1d6 piercing, Finesse, Thrown (20/80)

(Because Wuxia movies have taught me spears should be finesseable).

 

Sword; 1d6 Slashing, Light

(Because why are all swords martial weapons? Peasants used swords for personal defense too)

 

Bill Hook; 1d8 slashing, Two-Handed, Reach

(Because there really should be a simple polearm; they were derived from farming tools, after all)

Simple Ranged

Pistol; 1d6 Piercing, Ammunition (60/180), Light, Loading

(because why not?)

 

Shotgun, 1d10 bludgeoning, Ammunition (20/80), Loading, Two-Handed

(Ditto)

Martial Melee

Sabre; 1d8 slashing, Finesse

(Because there should be a martial d8 finesse weapon that deals slashing damage.)

 

Horseman's Mace; 1d6 bludgeoning, Light

(because the only light weapon that deals bludgeoning damage is simple... and it sucks.)

 

Meteor Hammer; 1d6 bludgeoning, Finesse, Reach

(Because there are no finesse weapons that deal bludgeoning damage, and also no bludgeoning weapons with Reach).

 

War Scythe, 2d4 slashing, Two-Handed, Reach

("Because screw physics" ~ The Rule of Cool; also, simulationists can pretend this is the Polish weapon, so their heads don't explode.)

Martial Ranged

Rifle; 1d10 piercing; Ammunition (150/600), Loading, Two-Handed

(because guns)

 

Combat Shotgun; 2d6 bludgeoning, Ammunition (30/120); Magazine (8), Two-Handed

Magazine: this weapon can fire the number of shots given in parentheses before it must be reloaded. Reloading requires a bonus action.

(See above)

 

Assault Rifle; 2d4 piercing, Ammunition (80/320), Burst (3), Magazine (30), Two-Handed

Burst: When you use the attack action with this weapon, you may use a bonus action to make an additional number of attacks given in parentheses. However, each of these attacks has disadvantage. One piece of ammunition is used for each attack.

(Because the idea of a Goblin running around with an ammo belt and an AK47 is hilarious)

#35

Brightmantle

Jul 10, 2015 16:56:44

I'd like an "arming sword", or "broadsword". A one handed double edged slashing sword that does d8. Not versatile.

I'd also like to see the racial flavored type weapons introduced to 5th ed. as well. I.E. Dwarven war axe or the Spear -axe (Urgrosh).

#36

ChrisCarlson

Jul 10, 2015 17:22:41

Chameleon-X wrote:
#37

Farmer42

Jul 10, 2015 18:01:01

Fun facts about swords!  Generally, the biggest difference between them was the hilt length, noth the blade length.  This is on a per-person basis, of course.  So an arming sword from me (I am two meters or so tall) would be significantly longer than an arming sword for, say, Jon Stewart (Who is NOT two meters tall).  As mentioned, a long sword might be a few inches longer and was always intended to be used with two hands.  Your broad sword?  Actually closer to a rapier in most applications historicly.  So yeah.  

 

Short swords (What it says on the tin), scimitars (most historical curved blades), Rapier (Finessed broadswords, true repiers, 'modern' cavalry sabres, etc), longswords (Any wide, stright blade used one or two handed from~700CE to ~1400CE), and greatswords (Really, obnoxiously large cutting blades) work.  Just flavor as needed.

 

And, as mentioned, a Kukri is a hand-axe.  I would use those stats for a machete, too.  They all do the same job and are weighted and balanced similarly.

#38

DemoMonkey

Jul 10, 2015 19:40:55

This nonsense about swords is distracting us from the truly critical weapon issue in 5E:

 

Why don't we have 9 types of polearm anymore?

 

Any game that doesn't include the Bec de Corbin, Lucerne Hammer and Bohemian Earspoon is just not a game worth playing I say.

#39

Nozareem

Jul 10, 2015 23:37:10

DemoMonkey wrote:
#40

Rhym

Jul 11, 2015 3:58:33

Some of you should really not be game designers, introducing weapons that are just flat out better than their counterparts with no drawbacks. Who would ever pick the weaker weapon?

 

It's the exact same reason every god damn dex build uses the rapier. I'm so sick of rapiers (and especially the concept of dual wielding rapier style fencing weapons, just no). 

(Reply to #19)

759mages

Hebitsuikaza wrote:
(Reply to #40)

AdrastusDarke

Rhym wrote:
(Reply to #38)

Chameleon-X

DemoMonkey wrote:
(Reply to #43)

AdrastusDarke

Chameleon-X wrote:
#45

shintashi

Jul 11, 2015 8:35:54

Horwath wrote:
#46

Diffan

Jul 11, 2015 10:38:49
I like the elven slimblade (1d8 slashing, finesse ) weapon.
#47

Ghost_Gallus

Jul 14, 2015 19:08:07

Nozareem wrote:
(Reply to #44)

Chameleon-X

AdrastusDarke wrote:
(Reply to #48)

demon_idol

Chameleon-X wrote:
(Reply to #49)

Vulf

We should introduce some new spells while we are at it!

 

Magic Laser
1st-level evocation
Casting Time: 1 action
Range: 180 feet
Components: Verbal OR Somatic
Duration: Instantaneous


You create four glowing lasers of magical force. Each
laser hits a creature of your choice that you can see
within range. A laser deals 1d6+2 force damage to its
target. The lasers all strike simultaneously, and you can
direct them to hit one creature or several.


At Higher Levels. When you cast this spell using a
spell slot of 2nd level or higher, the spell creates one
more laser for each slot level above 1st.

 

Not only is it thematically, and mechanically different from an existing spell, but it adds even more variety to the list of 1st level spells a wizard can choose from. With the existing options already being so good, a Wizard will be hard pressed to choose between this and Magic Missile!

 

 

All joking aside, I would like a 1d10 Reach Long Hammer.

Statwise, identical to the halberd except for the damage type, and it would weigh 50% more since that's how blunt weapons are.

 

I think the existing weapons are very well thought out, considering how great Dexterity is for everything except using a 2-handed melee weapon. If there was a 2-handed finesse weapon, you might as well remove the strength stat from the game.

#51

Elfcrusher

Jul 15, 2015 20:42:31

Rhym wrote:
#52

ChrisCarlson

Jul 15, 2015 20:57:15

The Badger was using a shortsword in the beginning. But once he got that magic dagger, he was totally fine with that.

 

Rapiers are for fops. Pfft!

#53

OGRE1984

Jul 17, 2015 4:02:16

i do think the weapon list could be padded a bit.

i like the idea of simple weapon polearms. spiked chain and great crossbow

 

add finesse to several weapons for a price, like club, hand axe,& spear.

brutal quality for 5th should not be a reroll mechanic but rather an increased minimum damage. such as a brutal dagger does 2-4 damage, a one is traeted as a two.

*Weapon of quality. Finesse may be added to weapon qualities for a price. Critical fail ruins this quality until repaired

Improved Damage. If max damage rolled on die, reroll and and results (piercing only)

Combination weapon. Weapon does 2 types of damage, cannot be ranged or thrown, does next die lower damage. Damage type chosen per attack. 

 

 

morningstar should get the versatile quality

lance gets heavy quality     [halfling riding a dog wanted a lance.NO!] 

 

 

Atlatl for javelins 1d8 dam, bonus action, range 45/180

Bola 1d4 thrown, (range 20/60) ranged trip DC 12 advantage if 4+ legs  

Garrot. Used in a grapple, target begins suffocating. Must maintain grapple to strangle, garrot grants advantage to maintain.

 

Sap 1d4 Con save DC 10 or unconscious

 

Arrow, blunt 5 sp Bludgeoning [1/2 range]

Arrow, flight 18 gp next lower damage die, + 1/2 range,1d4 (range 120/480) shortbow, 1d6 (range 225/900) longbow

bullet, heavy 1d6, (range 15/60)   

 

#54

Elfcrusher

Jul 17, 2015 7:06:00

What is a "great crossbow"?  The light crossbow is already a two-handed weapon.  So the heavy crossbow is already a really big version of a crossbow.  

 

Maybe we need a Humongous Sword for those who are not satisfied with a mere Greatsword.

 

EDIT: Oooh...and my rogue needs a Great Dagger.  1d8, light, throwable, finesse.

 

 

#55

Nozareem

Jul 17, 2015 15:40:00

Elfcrusher wrote:
(Reply to #54)

shintashi

Elfcrusher wrote:
#57

Elfcrusher

Jul 17, 2015 18:20:00

Nozareem wrote:
#58

Hebitsuikaza

Jul 17, 2015 22:02:00

[quote="Nozareem"]

 

Elfcrusher wrote:
#59

ORC_Ragnar

Jul 18, 2015 0:09:39

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#60

OGRE1984

Jul 18, 2015 1:24:14

the great crossbow, for lack of a better name, is between the ballista and a heavy crossbow. why? why not!

in a world full of big nasty monsters regular soldiers would need something like that. i disdain firearms in fantasy, so this sort of bridges the gap. i originally saw it in an old dragon magazine.

 

also needed

repeating crossbow, double crossbow. these would be useful for priests of gond, kobolds, and gnomes.

#61

Captain_Kobold

Jul 18, 2015 3:05:30

Nozareem wrote:
#62

shintashi

Jul 18, 2015 8:12:42

hmnn.. maybe this could go into an unearthed arcana, probably wont, but what if each weapon had a point pool, like 3 points, you spend the points to scramble or customize what the weapon does that you think makes it uber special spiffy. Maybe you could also have draw backs, to generate more points.

 

The weapons would thus be mini-characters.

light, heavy, reach, two handed, versatile, finesse, thrown,

simple, martial, loading, ammunition, slashing, piercing, bludgeoning

and to that list I might add sharp, fragile, practice, and durable

then add cheap, free, and expensive price modifiers.

 

dice steps would generally by 1 point each 2 points each, modified up by sharp or heavy or two handed, and down by light, or practice.

 

You could have an over tempered sword that was sharp (higher damage) by brittle (fragile) and might be completely destroyed on a 1.

Brittle weapons would be common to Dark Sun, like Obsidian and Bone. bone weapons could be cheap or free, like sticks in the forest becoming staves.

An expensive tropical wood practice sword might be durable but do less damage, but still capable of blocking real swords, instead of being sliced in half on every parry.

 

 

This would allow people to have weapons that do whatever it is they think the weapon is supposed to do, but also allow far more variety in terms of what the weapons can do.

 

I've seen some abominable rules in the past. I recall one where you could, using combat and tactics, stab someone directly in the head through the eye with an 11 inch dagger, and they would take minor bleeding and walk away, while you could cause their head to completely explode with a balsa wood quarterstaff wrapped in foam.

 

That happened because the critical tables were based entirely on Size.

 

I don't see my idea picking up speed or even being noticed, but I promise you, it would solve lots of problems.

#63

arnwolf666

Jul 18, 2015 22:32:14

Why can't we have weapons capable of multiple damage types?  Many real life weapons were built with that in mind.

#64

Captain_Kobold

Jul 19, 2015 2:33:11

arnwolf666 wrote:
#65

Brock_Landers

Jul 19, 2015 2:57:25

Just chancing at the weapon tables, there are some obvious holes:

 

Simple Melee Weapons

1d8 slashing, Two-handed

 

Martial Melee Weapons

1d8 slashing, Finesse

1d8 piercing, Versatile (1d10)

1d12 bludgeoning, Heavy, two-handed

1d12 piercing, Heavy, two-handed

2d6 piercing, Heavy, two-handed