Naaman
2023-09-28, 01:25 PM
A little background first (skip down if not interested):
I've always felt that the weapons in D&D didn't quite matter enough when it comes to making decisions about how to equip a character. After analyzing the RAW weapons, I noticed the formula that the designers used to classify weapons.
No matter how I looked at it, I found that it never made much sense to use an exotic weapon, and the reason for this seems to be in the way that weapons are designed.
It seems that the two basic classifications are ease of use (simple, martial, exotic) and effort to use (light, one-handed, two-handed). It also seems that both of these use the exact same criteria to determine a weapon's classification. If you upgrade one of a weapon's stats, it must either become harder to master (simple -->martial -->exotic) or harder to wield (-->light -->one-handed -->two-handed).
Another thing that always bothered me was the Rogue's weapon proficiency text (3.0), which explains that the rogue is proficient with "weapons suitable for sneak attacks," while the rules make no effort expand upon this concept.
All of that to say that I decided to rework the weapons in 3.5 to address two basic problems:
1) Exotic weapon proficiency (as a feat) is generally not useful.
2) Uses for weapon types/sizes are not meaningfully differentiated within the rules.
I decided to use the good old bastard sword as patient zero to experiment with some homebrew, since it was the weapon that got me started on this topic. It became clear to me that one-handed weapons were "too good" compared to two-handed weapons, and that the bastard sword, while being a marginally better one-hander than a longsword, was in all ways inferior to a greatsword as a two-hander. Once we add power attack into the mix, even the greatsword becomes questionable in relation to the longsword after gaining a couple of levels.
I figured that, among "heavy blades," the bastard sword should be the king of versatility, having some advantages over both the longsword and the greatsword (both of which are martial weapons). This lead me to completely redesign weapons categories (light, one-handed, two-handed) as well as add an additional category ("utility" weapons). I also eventually gave ranged weapons a similar treatment, breaking them into three categories (projectile, hurled, and thrown... it was the javelin that I took issue with in this case).
After seeing some of the awesome solutions that others have come up with, I decided to share mine.
Anyway, without further ado, here are the house rules:
Utility Weapons
Utility weapons are typically small and easily concealable. They have the following special rules:
Add your dexterity modifier to attack rolls with utility weapons.
Add half your strength modifier to damage rolls with utility weapons.
May be drawn as a free action. If you have the quick draw feat, a utility weapon may be drawn as an immediate action (or as a free action if drawing from concealment).
+2 bonus on sleight of hand checks made to hide the weapon on your person.
+2 bonus on bluff or sleight of hand checks to feint in combat. You may use sleight of hand instead of bluff to feint with a utility weapon.
Gain no benefit when used two-handed.
Count as light weapons for purposes of attack roll penalties when fighting with two-weapons.
Cannot gain a damage bonus from the power attack feat.
If attacking a flat-footed opponent with a sneak attack, add +1d6 to damage (the target must have the flat-footed condition, not merely be denied his dexterity bonus to AC).
The ubiquitous dagger is an example of a utility weapon.
Light Weapons
Light weapons are handy and quick. Dexterous characters favor them. They have the following special rules:
Add either your strength or dexterity modifier to attack rolls with light weapons.
Add your strength modifier to damage rolls with light weapons.
Gain no benefit when used two-handed.
The maximum damage bonus from power attack is equal to half the weapon's maximum die result (+2 damage for 1d4; +3 damage for 1d6, etc.). The attack roll penalty remains unchanged.
The short sword is among the most well known of light weapons.
One-Handed Weapons
One-handed weapons are versatile and functional. They are useful to warriors of all types. They have the following special rules:
Add your strength modifier to attack rolls with one-handed weapons.
Add your strength modifier to damage rolls with one-handed weapons. If wielding the weapon in two hands, add 1.5 times your strength modifier, or add +1 (whichever is higher) to the damage roll.
The maximum damage bonus from power attack is equal to the weapon's maximum die result (+6 for 1d6; +8 for 1d8, etc.). If wielding the weapon in two hands, the maximum damage bonus is equal to 1.5 times the weapon's maximum die result (+9 for 1d6; +12 for 1d8, etc.).
If performing a sneak attack, roll only half your sneak attack dice (round down to the nearest whole die, minimum 1d6) if using a one-handed weapon (regardless of whether you're wielding it in one or two hands).
The longsword and heavy mace are popular one-handed weapons.
Two-handed weapons are capable of devastating damage. The strongest warriors prefer two-handed weapons. They have the following special rules:
Add your strength modifier to attack rolls with two-handed weapons.
Add double your strength modifier to damage rolls with two-handed weapons.
If your base attack bonus is at least +1, a two-handed weapon can be drawn as a free action as part of a move (or as part of a charge) as normal for any weapon. Otherwise, drawing a two-handed weapon is a standard action. If you have the quick draw feat, drawing a two-handed weapon is a move action.
There is no limit to the damage bonus from power attack (other than the limitations of the power attack feat, itself).
If performing a sneak attack, you take a -3d6 penalty to your sneak attack damage. In addition, the maximum amount of sneak attack damage you can deal with a two-handed weapon is +1d6 (for example, a 6th level rogue gains no sneak attack damage when using a two-handed weapon. Later, at 7th level and on, the rogue may add +1d6 to the damage roll when performing a sneak attack, regardless of how many sneak attack dice she actually has).
The greatsword and long spear are examples of two-handed weapons.
Projectile weapons typically require two-hands to load. They tend to be more accurate and longer ranged than other ranged weapons. They have the following special rules:
Add your dexterity modifier to attack rolls with projectile weapons.
Drawing ammunition for a projectile weapon is a free action.
The maximum range of a projectile weapons is 10 range increments.
You take a -2 penalty on attack rolls for each range increment beyond the first.
Hurled weapons are cast using the power of the upper body and are generally too large or heavy to be fired as projectiles. They have the following special rules:
Add your dexterity modifier to attack rolls with hurled weapons.
Add 1.5x your strength modifier to damage rolls with hurled weapons.
The maximum range of a hurled weapon is 5 range increments. However, increase the range increment by a number of feet equal to 5 times your strength modifier (a character with 15 strength [+2 modifier] increases the range increment of his weapon by 10 feet).
You take a -4 penalty on attack rolls for each range increment after the first.
You must draw each hurled weapon before throwing it (normally, this means you can only hurl one weapon per turn, unless you have the quick draw feat).
When performing a sneak attack with a hurled weapon, subtract 1d6 from your sneak attack damage dice. In addition, the bonus damage from sneak attack only applies to targets within one range increment or within 30 feet, whichever is shorter.
The javelin, spear, and throwing axe are examples of hurled weapons.
Thrown weapons are small and easy to conceal or throw in rapid succession. They have the following special rules:
Add your dexterity modifier to attack rolls with thrown weapons.
Add half your strength modifier to damage rolls with thrown weapons.
Drawing a thrown weapon is a free action. If you have the quick draw feat, you may draw a thrown weapon as an immediate action (or as a free action from concealment).
You receive a +2 bonus on sleight of hand checks to conceal a thrown weapon on your person.
The maximum range for a thrown weapon is 2 range increments.
You take a -2 penalty on attack rolls beyond one range increment.
Some thrown weapons can be used to make a volley attack as a single action. See the weapon description for details on how many weapons can be thrown with each volley. Roll separately for each weapon in the volley. Any special effects delivered by a volley (such as poison or magical effects and critical hits) are applied for each relevant hit (a volley that includes one poisoned weapon and one standard weapon applies the effects of poison to the poisoned attack only; critical hits are resolved only on the attacks which scored them, etc.). Sneak attack damage applies only to the first successful hit in a volley.
A volley may target multiple opponents, however, each attack in a volley must be at the same range increment. For example, Lidda has a base attack bonus of +9/+4. She wants to attack three goblins that are 10 feet, 15 feet, and 30 feet away from her, respectively. Since the closer two goblins are within one range increment, she takes no penalty on the attack rolls against them. Against the farther one, she takes a -2 penalty because it is more than one range increment away. She decides to throw a total of 4 darts. Against the closer two goblins (both within one range increment), she may split the volley attacks between them, since they are both within the same range increment. Against the farther one, she must allocate both darts for that attack since there are no other targets at the second range increment.
Dart, daggers, shuriken are examples of thrown weapons.
Balanced
Balanced weapons are excellent for both attacking and defending. When fighting defensively, increase the dodge bonus to AC by +1. If using the total defense action, increase the dodge bonus by +2. If you have the combat expertise feat, increase the dodge bonus provided by that feat by +1 (you may take a penalty of 0 to gain a +1 dodge bonus to AC).
(Most balanced weapons are swords. The quarterstaff is also in this category.)
Close Combat
Close combat weapons tend to be useful in tight confines or when movement is otherwise restricted. They have the following special rules:
Close combat weapons have a threatened area of 0 feet unless you are fighting defensively. If you are fighting defensively and your opponent provokes an attack of opportunity from you, you may ignore the penalty on attack rolls for fighting defensively when you make your attack of opportunity with a close combat weapon other than an unarmed strike. You may make attacks of opportunity normally against an opponent who attempts to enter your space, or who makes and unarmed attack (including an unarmed touch attack, such as when starting a grapple or making a trip or disarm attempt) against you.
You may wield a close combat weapon (other than a shield) in a grapple without suffering the normal penalty for wielding a weapon in a grapple. You must still succeed at a grapple check to make attacks during a grapple.
(These weapons are usually utility weapons or weapons with unusually short reach, such as the sickle or tonfa).
Double
A double weapon can be used to make extra attacks as part of a full attack action. A character wielding a double weapon is treated as though he is attacking with two one-handed weapons. If the character is not proficient with the weapon, an additional -4 non-proficiency penalty applies to the attack roll. If the character is proficient with the weapon, reduce the penalties on attack rolls by 2. You may further reduce the penalties on attack rolls by taking the two-weapon fighting feat. Essentially, when wielding most double weapons with which you are proficient, your attack rolls are penalized as though the off-hand weapon were light, but both ends deal damage as a one-handed weapon. A double weapon may be wielded as a two-handed weapon. If so, only one end of the weapon may be used.
Double-Headed
These weapons are usually hafted weapons with a striking head on the leading and trailing edge of the weapon. Axes, hammers and picks are some of the most common weapons built with a double head. An attacker may attack with either head of the weapon each time he makes an attack. The head may be symmetrical or it may have an alternate means of attack (such as a warhammer with a piercing head on the back which functions similarly to a heavy pick). If crafting a weapon as a double-headed weapon, first select the weapon type (such as a warhammer). Then, select an alternate damage type for the secondary head. If you select a different damage type for the secondary head, that head deals less damage than the primary head; reduce the die type by one category (from 2d6 to 1d8 or from 1d8 to 1d6, for example). Alternatively, you may reduce the critical threat range by one (from 19-20 to 20, for example), or the critical multiplier by one (from x4 to x3, for example). The threat range cannot be made worse than 20, and the multiplier may not be made worse than x2. A warhammer with a piercing head on one side would deal 1d8 bludgeoning damage with its primary head. Its piercing head's damage could be 1d6/x3 or 1d8/x2.
Typically, a double-headed weapon costs twice as much as its standard single headed counterpart.
Finesse
When wielding a weapon with this property, add your dexterity modifier (instead of your strength modifier) to attack rolls with the weapon. This weapon gains no benefit from being wielded in two hands (unless it is already a two-handed weapon, in which case, all of the normal rules for fighting with two-handed weapons apply). Note that some one-handed weapons may allow a character to add his dexterity modifier to attack rolls without having the finesse property. The main difference is that such weapons may be wielded in two hands and receive the normal benefits to their damage rolls.
Hafted
Hafted weapons transmit the force of an attack better than other weapons. You may take up to a -1 penalty on your attack roll with a hafted weapon to increase the damage by +1. If the weapon is two-handed (or a one-handed weapon wielded in two hands), the bonus is +2 instead. If you have the power attack feat, increase the total damage bonus provided by that feat by +1 or +2 respectively (you may take a penalty of 0 on your attacks to gain a +1 or +2 bonus on damage). Also, the damage bonus from the hafted property does not count against the maximum damage bonus that power attack can provide. For example, a hand axe has a power attack damage bonus limit of 4 instead of 3, while a battleaxe wielded in one hand has a damage bonus limit of 9 instead of 8. If wielded in two hands, the battleaxe's damage bonus limit is 14 instead of 12 when using the power attack feat.
(Typically axes, hammers, and maces as well as some pole arms).
Jointed
Jointed weapons can strike around shields or cover. Against an opponent with a shield, you may feint in combat, adding a +2 bonus on the bluff check. If you succeed, in addition to the normal effects of feinting in combat, your opponent may not add his shield bonus to AC against the next attack you make before his next turn. If your opponent is behind cover, you instead gain a +2 bonus on your attack roll (offsetting the benefits of his cover).
You also gain a +2 bonus on opposed rolls to disarm an opponent.
One-handed or two-handed jointed weapons can be used to make trip attacks. If you are tripped during your own trip attempt, you may drop the weapon to avoid being tripped.
(Basically flails, nunchakus, and chains/whips).
Pole Arm
When wielding a pole arm, you have three options:
You may wield the weapon normally.
Or, you may increase your reach by 5 feet for a single attack. If you do, you provoke attacks of opportunity from foes who threaten you.
Or, when fighting defensively, you may increase the area you threaten by 5 feet. You take all the normal penalties for fighting defensively on all attacks (including attacks of opportunity).
Reach
A weapon with reach threatens an area 5 feet further than your normal threatened area, but does not threaten any adjacent squares.
Volley
Some ranged weapons are capable of making volley attacks. When this is the case, the entry will indicate the number of attacks possible with a single volley. When making a volley attack, you may score multiple hits with a single attack. You must have enough ammunition or weapons available to make a volley attack, and all shots in the volley must be with the same weapon (such as bolts fired from a double crossbow) or kind of weapon, (such as using multiple throwing knives).
Once these changes were made, I realized that other aspects of the rules that interact with weapons needed to be addressed. I modified some weapon-related feats to make them better "help" to express a character concept alongside weapon choice.
A quick example is that weapon finesse by RAW becomes useless. So I redesigned it so that if taken, it applies to all one-handed weapons (it might be "better" to make it apply to one-handed weapons for which the character has weapon focus... we'll see).
If there is enough interest, I'll post more on the additional changes.
I'll end by including my rewrite of the bastard sword:
Bastard Sword
Handling Category: Balanced
Damage: 1d10
Critical: 19-20/x2
Type: Piercing or Slashing
Special: The bastard sword may be wielded in two hands as a martial weapon. If so, treat it in all ways as a two-handed weapon (essentially, it is a weaker version of a greatsword). A character with the exotic weapon proficiency feat for the bastard sword gains the following benefits:
You may wield the bastard sword in one-hand, as normal for a one-handed weapon.
If you wield the bastard sword in two-hands, you may add double your strength bonus to damage, and there is no limit to the damage bonus gained from power attack (other than the limits of the feat itself). In all other respects, the bastard sword is a one-handed weapon for you, even when wielded in two-hands (you draw it as a move action, sneak attack damage applies as for one-handed weapons, you may apply the weapon finesse feat, etc.).
I've always felt that the weapons in D&D didn't quite matter enough when it comes to making decisions about how to equip a character. After analyzing the RAW weapons, I noticed the formula that the designers used to classify weapons.
No matter how I looked at it, I found that it never made much sense to use an exotic weapon, and the reason for this seems to be in the way that weapons are designed.
It seems that the two basic classifications are ease of use (simple, martial, exotic) and effort to use (light, one-handed, two-handed). It also seems that both of these use the exact same criteria to determine a weapon's classification. If you upgrade one of a weapon's stats, it must either become harder to master (simple -->martial -->exotic) or harder to wield (-->light -->one-handed -->two-handed).
Another thing that always bothered me was the Rogue's weapon proficiency text (3.0), which explains that the rogue is proficient with "weapons suitable for sneak attacks," while the rules make no effort expand upon this concept.
All of that to say that I decided to rework the weapons in 3.5 to address two basic problems:
1) Exotic weapon proficiency (as a feat) is generally not useful.
2) Uses for weapon types/sizes are not meaningfully differentiated within the rules.
I decided to use the good old bastard sword as patient zero to experiment with some homebrew, since it was the weapon that got me started on this topic. It became clear to me that one-handed weapons were "too good" compared to two-handed weapons, and that the bastard sword, while being a marginally better one-hander than a longsword, was in all ways inferior to a greatsword as a two-hander. Once we add power attack into the mix, even the greatsword becomes questionable in relation to the longsword after gaining a couple of levels.
I figured that, among "heavy blades," the bastard sword should be the king of versatility, having some advantages over both the longsword and the greatsword (both of which are martial weapons). This lead me to completely redesign weapons categories (light, one-handed, two-handed) as well as add an additional category ("utility" weapons). I also eventually gave ranged weapons a similar treatment, breaking them into three categories (projectile, hurled, and thrown... it was the javelin that I took issue with in this case).
After seeing some of the awesome solutions that others have come up with, I decided to share mine.
Anyway, without further ado, here are the house rules:
Utility Weapons
Utility weapons are typically small and easily concealable. They have the following special rules:
Add your dexterity modifier to attack rolls with utility weapons.
Add half your strength modifier to damage rolls with utility weapons.
May be drawn as a free action. If you have the quick draw feat, a utility weapon may be drawn as an immediate action (or as a free action if drawing from concealment).
+2 bonus on sleight of hand checks made to hide the weapon on your person.
+2 bonus on bluff or sleight of hand checks to feint in combat. You may use sleight of hand instead of bluff to feint with a utility weapon.
Gain no benefit when used two-handed.
Count as light weapons for purposes of attack roll penalties when fighting with two-weapons.
Cannot gain a damage bonus from the power attack feat.
If attacking a flat-footed opponent with a sneak attack, add +1d6 to damage (the target must have the flat-footed condition, not merely be denied his dexterity bonus to AC).
The ubiquitous dagger is an example of a utility weapon.
Light Weapons
Light weapons are handy and quick. Dexterous characters favor them. They have the following special rules:
Add either your strength or dexterity modifier to attack rolls with light weapons.
Add your strength modifier to damage rolls with light weapons.
Gain no benefit when used two-handed.
The maximum damage bonus from power attack is equal to half the weapon's maximum die result (+2 damage for 1d4; +3 damage for 1d6, etc.). The attack roll penalty remains unchanged.
The short sword is among the most well known of light weapons.
One-Handed Weapons
One-handed weapons are versatile and functional. They are useful to warriors of all types. They have the following special rules:
Add your strength modifier to attack rolls with one-handed weapons.
Add your strength modifier to damage rolls with one-handed weapons. If wielding the weapon in two hands, add 1.5 times your strength modifier, or add +1 (whichever is higher) to the damage roll.
The maximum damage bonus from power attack is equal to the weapon's maximum die result (+6 for 1d6; +8 for 1d8, etc.). If wielding the weapon in two hands, the maximum damage bonus is equal to 1.5 times the weapon's maximum die result (+9 for 1d6; +12 for 1d8, etc.).
If performing a sneak attack, roll only half your sneak attack dice (round down to the nearest whole die, minimum 1d6) if using a one-handed weapon (regardless of whether you're wielding it in one or two hands).
The longsword and heavy mace are popular one-handed weapons.
Two-handed weapons are capable of devastating damage. The strongest warriors prefer two-handed weapons. They have the following special rules:
Add your strength modifier to attack rolls with two-handed weapons.
Add double your strength modifier to damage rolls with two-handed weapons.
If your base attack bonus is at least +1, a two-handed weapon can be drawn as a free action as part of a move (or as part of a charge) as normal for any weapon. Otherwise, drawing a two-handed weapon is a standard action. If you have the quick draw feat, drawing a two-handed weapon is a move action.
There is no limit to the damage bonus from power attack (other than the limitations of the power attack feat, itself).
If performing a sneak attack, you take a -3d6 penalty to your sneak attack damage. In addition, the maximum amount of sneak attack damage you can deal with a two-handed weapon is +1d6 (for example, a 6th level rogue gains no sneak attack damage when using a two-handed weapon. Later, at 7th level and on, the rogue may add +1d6 to the damage roll when performing a sneak attack, regardless of how many sneak attack dice she actually has).
The greatsword and long spear are examples of two-handed weapons.
Projectile weapons typically require two-hands to load. They tend to be more accurate and longer ranged than other ranged weapons. They have the following special rules:
Add your dexterity modifier to attack rolls with projectile weapons.
Drawing ammunition for a projectile weapon is a free action.
The maximum range of a projectile weapons is 10 range increments.
You take a -2 penalty on attack rolls for each range increment beyond the first.
Hurled weapons are cast using the power of the upper body and are generally too large or heavy to be fired as projectiles. They have the following special rules:
Add your dexterity modifier to attack rolls with hurled weapons.
Add 1.5x your strength modifier to damage rolls with hurled weapons.
The maximum range of a hurled weapon is 5 range increments. However, increase the range increment by a number of feet equal to 5 times your strength modifier (a character with 15 strength [+2 modifier] increases the range increment of his weapon by 10 feet).
You take a -4 penalty on attack rolls for each range increment after the first.
You must draw each hurled weapon before throwing it (normally, this means you can only hurl one weapon per turn, unless you have the quick draw feat).
When performing a sneak attack with a hurled weapon, subtract 1d6 from your sneak attack damage dice. In addition, the bonus damage from sneak attack only applies to targets within one range increment or within 30 feet, whichever is shorter.
The javelin, spear, and throwing axe are examples of hurled weapons.
Thrown weapons are small and easy to conceal or throw in rapid succession. They have the following special rules:
Add your dexterity modifier to attack rolls with thrown weapons.
Add half your strength modifier to damage rolls with thrown weapons.
Drawing a thrown weapon is a free action. If you have the quick draw feat, you may draw a thrown weapon as an immediate action (or as a free action from concealment).
You receive a +2 bonus on sleight of hand checks to conceal a thrown weapon on your person.
The maximum range for a thrown weapon is 2 range increments.
You take a -2 penalty on attack rolls beyond one range increment.
Some thrown weapons can be used to make a volley attack as a single action. See the weapon description for details on how many weapons can be thrown with each volley. Roll separately for each weapon in the volley. Any special effects delivered by a volley (such as poison or magical effects and critical hits) are applied for each relevant hit (a volley that includes one poisoned weapon and one standard weapon applies the effects of poison to the poisoned attack only; critical hits are resolved only on the attacks which scored them, etc.). Sneak attack damage applies only to the first successful hit in a volley.
A volley may target multiple opponents, however, each attack in a volley must be at the same range increment. For example, Lidda has a base attack bonus of +9/+4. She wants to attack three goblins that are 10 feet, 15 feet, and 30 feet away from her, respectively. Since the closer two goblins are within one range increment, she takes no penalty on the attack rolls against them. Against the farther one, she takes a -2 penalty because it is more than one range increment away. She decides to throw a total of 4 darts. Against the closer two goblins (both within one range increment), she may split the volley attacks between them, since they are both within the same range increment. Against the farther one, she must allocate both darts for that attack since there are no other targets at the second range increment.
Dart, daggers, shuriken are examples of thrown weapons.
Balanced
Balanced weapons are excellent for both attacking and defending. When fighting defensively, increase the dodge bonus to AC by +1. If using the total defense action, increase the dodge bonus by +2. If you have the combat expertise feat, increase the dodge bonus provided by that feat by +1 (you may take a penalty of 0 to gain a +1 dodge bonus to AC).
(Most balanced weapons are swords. The quarterstaff is also in this category.)
Close Combat
Close combat weapons tend to be useful in tight confines or when movement is otherwise restricted. They have the following special rules:
Close combat weapons have a threatened area of 0 feet unless you are fighting defensively. If you are fighting defensively and your opponent provokes an attack of opportunity from you, you may ignore the penalty on attack rolls for fighting defensively when you make your attack of opportunity with a close combat weapon other than an unarmed strike. You may make attacks of opportunity normally against an opponent who attempts to enter your space, or who makes and unarmed attack (including an unarmed touch attack, such as when starting a grapple or making a trip or disarm attempt) against you.
You may wield a close combat weapon (other than a shield) in a grapple without suffering the normal penalty for wielding a weapon in a grapple. You must still succeed at a grapple check to make attacks during a grapple.
(These weapons are usually utility weapons or weapons with unusually short reach, such as the sickle or tonfa).
Double
A double weapon can be used to make extra attacks as part of a full attack action. A character wielding a double weapon is treated as though he is attacking with two one-handed weapons. If the character is not proficient with the weapon, an additional -4 non-proficiency penalty applies to the attack roll. If the character is proficient with the weapon, reduce the penalties on attack rolls by 2. You may further reduce the penalties on attack rolls by taking the two-weapon fighting feat. Essentially, when wielding most double weapons with which you are proficient, your attack rolls are penalized as though the off-hand weapon were light, but both ends deal damage as a one-handed weapon. A double weapon may be wielded as a two-handed weapon. If so, only one end of the weapon may be used.
Double-Headed
These weapons are usually hafted weapons with a striking head on the leading and trailing edge of the weapon. Axes, hammers and picks are some of the most common weapons built with a double head. An attacker may attack with either head of the weapon each time he makes an attack. The head may be symmetrical or it may have an alternate means of attack (such as a warhammer with a piercing head on the back which functions similarly to a heavy pick). If crafting a weapon as a double-headed weapon, first select the weapon type (such as a warhammer). Then, select an alternate damage type for the secondary head. If you select a different damage type for the secondary head, that head deals less damage than the primary head; reduce the die type by one category (from 2d6 to 1d8 or from 1d8 to 1d6, for example). Alternatively, you may reduce the critical threat range by one (from 19-20 to 20, for example), or the critical multiplier by one (from x4 to x3, for example). The threat range cannot be made worse than 20, and the multiplier may not be made worse than x2. A warhammer with a piercing head on one side would deal 1d8 bludgeoning damage with its primary head. Its piercing head's damage could be 1d6/x3 or 1d8/x2.
Typically, a double-headed weapon costs twice as much as its standard single headed counterpart.
Finesse
When wielding a weapon with this property, add your dexterity modifier (instead of your strength modifier) to attack rolls with the weapon. This weapon gains no benefit from being wielded in two hands (unless it is already a two-handed weapon, in which case, all of the normal rules for fighting with two-handed weapons apply). Note that some one-handed weapons may allow a character to add his dexterity modifier to attack rolls without having the finesse property. The main difference is that such weapons may be wielded in two hands and receive the normal benefits to their damage rolls.
Hafted
Hafted weapons transmit the force of an attack better than other weapons. You may take up to a -1 penalty on your attack roll with a hafted weapon to increase the damage by +1. If the weapon is two-handed (or a one-handed weapon wielded in two hands), the bonus is +2 instead. If you have the power attack feat, increase the total damage bonus provided by that feat by +1 or +2 respectively (you may take a penalty of 0 on your attacks to gain a +1 or +2 bonus on damage). Also, the damage bonus from the hafted property does not count against the maximum damage bonus that power attack can provide. For example, a hand axe has a power attack damage bonus limit of 4 instead of 3, while a battleaxe wielded in one hand has a damage bonus limit of 9 instead of 8. If wielded in two hands, the battleaxe's damage bonus limit is 14 instead of 12 when using the power attack feat.
(Typically axes, hammers, and maces as well as some pole arms).
Jointed
Jointed weapons can strike around shields or cover. Against an opponent with a shield, you may feint in combat, adding a +2 bonus on the bluff check. If you succeed, in addition to the normal effects of feinting in combat, your opponent may not add his shield bonus to AC against the next attack you make before his next turn. If your opponent is behind cover, you instead gain a +2 bonus on your attack roll (offsetting the benefits of his cover).
You also gain a +2 bonus on opposed rolls to disarm an opponent.
One-handed or two-handed jointed weapons can be used to make trip attacks. If you are tripped during your own trip attempt, you may drop the weapon to avoid being tripped.
(Basically flails, nunchakus, and chains/whips).
Pole Arm
When wielding a pole arm, you have three options:
You may wield the weapon normally.
Or, you may increase your reach by 5 feet for a single attack. If you do, you provoke attacks of opportunity from foes who threaten you.
Or, when fighting defensively, you may increase the area you threaten by 5 feet. You take all the normal penalties for fighting defensively on all attacks (including attacks of opportunity).
Reach
A weapon with reach threatens an area 5 feet further than your normal threatened area, but does not threaten any adjacent squares.
Volley
Some ranged weapons are capable of making volley attacks. When this is the case, the entry will indicate the number of attacks possible with a single volley. When making a volley attack, you may score multiple hits with a single attack. You must have enough ammunition or weapons available to make a volley attack, and all shots in the volley must be with the same weapon (such as bolts fired from a double crossbow) or kind of weapon, (such as using multiple throwing knives).
Once these changes were made, I realized that other aspects of the rules that interact with weapons needed to be addressed. I modified some weapon-related feats to make them better "help" to express a character concept alongside weapon choice.
A quick example is that weapon finesse by RAW becomes useless. So I redesigned it so that if taken, it applies to all one-handed weapons (it might be "better" to make it apply to one-handed weapons for which the character has weapon focus... we'll see).
If there is enough interest, I'll post more on the additional changes.
I'll end by including my rewrite of the bastard sword:
Bastard Sword
Handling Category: Balanced
Damage: 1d10
Critical: 19-20/x2
Type: Piercing or Slashing
Special: The bastard sword may be wielded in two hands as a martial weapon. If so, treat it in all ways as a two-handed weapon (essentially, it is a weaker version of a greatsword). A character with the exotic weapon proficiency feat for the bastard sword gains the following benefits:
You may wield the bastard sword in one-hand, as normal for a one-handed weapon.
If you wield the bastard sword in two-hands, you may add double your strength bonus to damage, and there is no limit to the damage bonus gained from power attack (other than the limits of the feat itself). In all other respects, the bastard sword is a one-handed weapon for you, even when wielded in two-hands (you draw it as a move action, sneak attack damage applies as for one-handed weapons, you may apply the weapon finesse feat, etc.).