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View Full Version : Weapon categorization and differentiation



PhoenixPhyre
2018-06-09, 02:57 PM
NB: This is entirely a thought-experiment at this stage.

Like many, I'm not entirely comfortable with 5e's weapons. Not from a realism standpoint, but from a game interest and archetypal standpoint.

What types of things should an action-hero/larger-than-life person be able to do with each of the following overlapping categories? What maneuvers (general meaning, not battlemaster) do they lend themselves to by their different nature?


A rough idea would be that different classes would get a certain number of these talents at certain levels. Fighters would get the most, then other primary martials. Non-weapon casters might not get any by default. More could be picked up via feat.

Each talent should give a new option for using the weapon, possibly attached to a condition. Active is better than passive, but either will do. This goes in conjunction with removing GWM/SS/PAM/CBE as they stand and rolling some of the benefits into the weapon talents.


Note: the categorization is not final at this point. A good argument can convince me to move them around.

Chopping Blades
greataxe, battleaxe, halberd, handaxe, glaive

This type of weapon, as I see it, archetypally rewards great strength. Greataxes are not delicate weapons. They use momentum to chop into their target. Glaives can use this mode or a more cutting mode (below).

Slicing Blades
glaive, greatsword, longsword, scimitar, spear, shortsword

This style focuses on the draw-cut, slicing into enemies rather than stabbing or hacking.

Stabbing Blades
dagger, rapier, shortsword, war pick, pike, spear, lance, morningstar, longsword, halberd

This style focuses on impaling the enemy on a blade or piercing the flesh instead of cutting along it.

Crushing Implements
greatclub, mace, flail, maul, morningstar, warhammer, light hammer, quarterstaff, club

This style focuses on blunt force trauma.

Polearms
glaive, halberd, lance, pike, trident, spear

This style is about stand-off, having a business end that's much smaller than the haft. Can use the haft to crush, trip, or push.

Thrown Weapons
handaxe, javelin, light hammer, sling, dart, dagger

Self-explanatory. These weapons are propelled mainly by the user's own strength (without the mechanical aid of an elastic medium)

Bows/Crossbows
longbow, shortbow, hand crossbow, light crossbow, heavy crossbow

These weapons rely on the elastic properties of the weapon to propel a sharp pointy thing at high speeds.

Other
whip, blowgun, net

These are specialist weapons, placed into a catch-all category. Each probably needs separate consideration.

Possible Talents
Kneecapping Strike (Crushing, Slicing): Attack joints/tendons to slow the enemy.
Piercing Shot (Crossbows): Shoot through target (hitting multiple enemies)
Thuggish Finesse (1H Crushing): Enable sneak attack. Attempt to "knock-out"/daze enemy.
Knockdown Strike (Polearms, quarterstaffs): Using the haft to shove or trip an enemy.
Throwing Expertise (Thrown): Throwing lots of things (so no action penalty for thrown weapons). Longer range/higher accuracy?

Other ideas? I'm less looking for mechanics than imagery. What do you see people doing with these weapons?