New OOTS products from CafePress
New OOTS t-shirts, ornaments, mugs, bags, and more
Results 1 to 19 of 19
  1. - Top - End - #1
    Barbarian in the Playground
     
    yougi's Avatar

    Join Date
    Jan 2007
    Location
    Canada
    Gender
    Male

    Default Signature characteristics of different weapons

    In old school D&D (and many other RPGs), you had to put skill points into your weapon proficiencies in order to use them. Many gave you numerical bonuses when you put many points into a single proficiency.

    I want to build a similar system for a d20 game for which I'm entirely rebuilding the weapon system, but I want each weapon-type to have a different mid-level and high-level perk, something related to their characteristics. However, I guess I don't know medieval weaponry all that well!

    Here's what I got so far, but nothing's set in stone:

    - Sword: Higher crit range; 1/day, make two sword attacks with a single action.

    - Axe: Bonus to damage: 1/day, make an attack on all adjacent creatures, but take AC penalty

    - Archery: Fire more arrows/round; bonus to damage

    - "Duelist weapons" (Rapier, main-gauche): Bonus to AC; Feint before attack (can make opponent flat footed)

    - Polearms (Spears, halberds): Can attack adjacent squares; Always set vs charge

    - Maces & Hammers: Chances to daze opponent; 1/day, knockback

    - Staff: Bonus to AC/Reach, __________

    - Dagger/Knife: ________, Bleed/Sneak Attack

    - Thrown weapons: ____________, ____________

    Comments, ideas? Any weapon type I'm missing that you'd go "What? X doesn't exist anymore?"
    Last edited by yougi; 2013-06-27 at 08:45 AM.
    Spoiler: ICitP Participations
    Show

    L - Corrupt Avenger - Brooswayn Scourgesoul (4th)
    LI - Black Flame Zealot - Anubis (SILVER)


    Blackguard Avatar from Cealocanth

  2. - Top - End - #2
    Ogre in the Playground
    Join Date
    Jan 2012
    Location
    Half past Crazy
    Gender
    Male

    Default Re: Signature characteristics of different weapons

    You've forgotten the simple dagger. Other then that I think you're fine.

    My Homebrew-Estote clementes, et numquam desinete discere.-FanAdv

  3. - Top - End - #3
    Ogre in the Playground
     
    Deathkeeper's Avatar

    Join Date
    Sep 2012
    Location
    Definitely lost
    Gender
    Male

    Default Re: Signature characteristics of different weapons

    You also forgot close-range weapons like the cestus, gauntlet, punch-dagger, and maybe shield bash.
    Spako Highclaws by Ceika.

    [Sorry Boss, but as always, I get the last word.]

  4. - Top - End - #4
    Barbarian in the Playground
     
    yougi's Avatar

    Join Date
    Jan 2007
    Location
    Canada
    Gender
    Male

    Default Re: Signature characteristics of different weapons

    Good point. Any idea on what they could do, ability wise?
    Spoiler: ICitP Participations
    Show

    L - Corrupt Avenger - Brooswayn Scourgesoul (4th)
    LI - Black Flame Zealot - Anubis (SILVER)


    Blackguard Avatar from Cealocanth

  5. - Top - End - #5
    Ogre in the Playground
     
    Deathkeeper's Avatar

    Join Date
    Sep 2012
    Location
    Definitely lost
    Gender
    Male

    Default Re: Signature characteristics of different weapons

    Bleed for daggers, maybe a free bullrush for Close?
    Spako Highclaws by Ceika.

    [Sorry Boss, but as always, I get the last word.]

  6. - Top - End - #6
    Bugbear in the Playground
     
    Arkhosia's Avatar

    Join Date
    Jun 2013
    Gender
    Female

    Default Re: Signature characteristics of different weapons

    Maybe a dagger could get a 1/day bonus of accuracy: +3 to hit opponent.
    After all, to take someone down with a dagger, you would need to strike key areas to cause a significant wound.
    Sure, a sword can sever a arm, but the main danger of a dagger to the shoulder is death by infection or a severed blood vessel, and you have healing clerics.
    "Are we living a life that is safe from harm? Of course not, we never are. But that's not the right question. The question is: are we living a life that is worth the harm?"
    ~Welcome to Night Vale

    Spoiler: Quotes from Friends <3
    Show
    Quote Originally Posted by SliiArhem
    Arkh I may be slightly delirious but I don't think that would make sense even if I was coherent.

    Interested in the Nexus FFRP setting? Try joining our Discord server!

  7. - Top - End - #7
    Barbarian in the Playground
     
    BardGuy

    Join Date
    Jul 2010

    Default Re: Signature characteristics of different weapons

    I would say free bull rush/trip attempt for shield bashes and club weapons, free disarm attempts for chain weapons (spiked chain, flail).

    Personally, I would do focusses in weapon categories rather than single weapons as it saves time and gives players a slightly larger range of options.

    Also, if your system features guns (ala pathfinder style), I would suggest larger range increment/piercing shot at a penalty.
    If there is anything I learned from D&D, it is to never bull rush a Gelatenous Cube.

    Spoiler: Visit me
    Show


    Spoiler: Old Projects
    Show

    Project Loreshift, game development in Progress

    Races of Wake

    Wake Human subspecies


    Anyone who reads this has just lost "the Game".

  8. - Top - End - #8
    Dwarf in the Playground
     
    HalflingRangerGuy

    Join Date
    Mar 2012
    Location
    Behind you. No really.
    Gender
    Male

    Default Re: Signature characteristics of different weapons

    I would recommend that you don't penalize axe-wielders for using their abilities, as none of the other weapons are penalized.

  9. - Top - End - #9
    Barbarian in the Playground
    Join Date
    Jan 2013
    Location
    San Jose, CA

    Default Re: Signature characteristics of different weapons

    The dagger's only advantage is that it's small and easily hidden. I find it very difficult to envision a dagger-wielder having any actual advantage over the sword wielder - but the sword wielder might have his weapon confiscated by the guards, while the dagger will slip through.

    The bow doesn't really need any advantages beyond the simple fact that you can attack outside of melee range. "I can hurt you while you can't hurt me" is quite sufficient.

  10. - Top - End - #10
    Bugbear in the Playground
     
    Stormageddon's Avatar

    Join Date
    Jul 2008
    Location
    Portland Oregon
    Gender
    Male

    Default Re: Signature characteristics of different weapons

    Daggers where also good for taking out people in heavy armor by slipping them in through weak points in the armor EI eye slits, arm pits ect... ect...
    "On another note, good job, Stormageddon; planting the seeds of doubt and mistrust now will go a long way towards culturing an atmosphere of paranoia and neuroticism, perfect for any evil masterminding which your devious plans might require; it hearkens backs to the hoary days when E.G. Gygax himself strode among us." - White Drake Under The Red Sky Campaign

    Under the Red Sky Pathfinder e6

    My homebrew:

    Stormageddon's Pathfinder/E6... P6 Compendium

    (PF) Mistborn, Allomancer

  11. - Top - End - #11
    Ogre in the Playground
    Join Date
    Jun 2012

    Default Re: Signature characteristics of different weapons

    Quote Originally Posted by Ozfer View Post
    I would recommend that you don't penalize axe-wielders for using their abilities, as none of the other weapons are penalized.
    Axes and other unbalanced weapons (warhammers, maces etc) take more effort and time (even if it just a matter of a couple of heartbeats) to get back to a "readied" position after a powerful swing than a sword does. I think this is what the OP is trying to imitate with the AC penalty.

    If you do give a minus to AC, mitigate it by Str, Dex and skill, because it is true that some warriors were able to wield axes (and maces, hammers etc) almost as quickly as those using heavier bladed swords.


    Peeking Druid and Sleepy Kitty Avatar by Kurien and Awesome Party banner by Akrim.elf .

  12. - Top - End - #12
    Titan in the Playground
     
    Brother Oni's Avatar

    Join Date
    Nov 2007
    Location
    Cippa's River Meadow
    Gender
    Male

    Default Re: Signature characteristics of different weapons

    Perhaps staves could gain Reach, to represent their range bonus over non-polearm weapons, but still be able to attack adjacent enemies?

  13. - Top - End - #13
    Bugbear in the Playground
     
    Zombie

    Join Date
    May 2010

    Default Re: Signature characteristics of different weapons

    Quote Originally Posted by Malak'ai View Post
    Axes and other unbalanced weapons (warhammers, maces etc) take more effort and time (even if it just a matter of a couple of heartbeats) to get back to a "readied" position after a powerful swing than a sword does. I think this is what the OP is trying to imitate with the AC penalty.
    If that were true, people wouldn't have used them. Battle axes and war hammers were light and fast weapons. They were nothing at all like wood axes or sledge hammers. Real battle axes had bits (the "blade" part) about the size of the palm of your hand and as thick as a sharp kitchen knife. It was much faster than a wood axe because it was used to fight people. Unlike trees, people dodge and hit back. And the head of a warhammer was about the size of your thumb. Large, heavy, slow weapons were only used in desperation when a real weapon was unavailable (for example, archers forced into melee might grab a nearby mallet, but no one planning to go into melee would equip himself with a mallet if he can get a real warhammer or even a good club).

  14. - Top - End - #14
    Ogre in the Playground
    Join Date
    Jun 2012

    Default Re: Signature characteristics of different weapons

    Quote Originally Posted by Xuc Xac View Post
    If that were true, people wouldn't have used them. Battle axes and war hammers were light and fast weapons. They were nothing at all like wood axes or sledge hammers. Real battle axes had bits (the "blade" part) about the size of the palm of your hand and as thick as a sharp kitchen knife. It was much faster than a wood axe because it was used to fight people. Unlike trees, people dodge and hit back. And the head of a warhammer was about the size of your thumb. Large, heavy, slow weapons were only used in desperation when a real weapon was unavailable (for example, archers forced into melee might grab a nearby mallet, but no one planning to go into melee would equip himself with a mallet if he can get a real warhammer or even a good club).
    The key part of the sentence was "after a powerful swing".

    I know proper, real world battle axes and warhammers are far smaller than their fantasy counterparts, but they are still unbalanced weapons.
    Quick, sharp attacks wouldn't be much different in effort than those made with a sword.

    Now, I'm no expert, but for a crude example, take your basic ball or claw hammer, hold it in two hands and then swing it as hard as you can and see how quickly you can readjust back into a "ready" position. That's the sort of thing I was talking about. It wouldn't be much slower, but even that split second could mean a sword in your ribs/back or blocking the strike.


    Peeking Druid and Sleepy Kitty Avatar by Kurien and Awesome Party banner by Akrim.elf .

  15. - Top - End - #15
    Troll in the Playground
     
    Ashtagon's Avatar

    Join Date
    Jan 2009
    Gender
    Female

    Default Re: Signature characteristics of different weapons

    I'm inclined to agree with the AC penalty for axes as a specific feature due to their being unbalanced. yes, they aren't anything like as unbalanced as a wood chopping axe, but they still aren't in the same league as a sword for being balanced. GURPS reflects this with the "Unbalanced" tag on certain weapons. And GURPS is about as grounded in research and realism as popular RPGs get, so I'm going to follow their lead.

  16. - Top - End - #16
    Bugbear in the Playground
    Join Date
    Nov 2008

    Default Re: Signature characteristics of different weapons

    I'd give a bonus to AC to all finese weapons that are used in duelling - against those weapons only.

  17. - Top - End - #17
    Bugbear in the Playground
     
    Ossian's Avatar

    Join Date
    Jul 2007
    Gender
    Male

    Default Re: Signature characteristics of different weapons

    For the dagger, I can easily think of how much damage you can do due to its being light and small (so, difficult to block in a sense...).

    I would grant an extra +1d6 to damage on a surprise round or on a won initiative round, to anyone including non rogues (and better still if rogues).

    A dagger might not take out badass seasoned warriors in chain mail, but for most people, a 1d4+1d+6+STR+enchantment (if any) is plenty to go kick the bucket, if you think that a commoner has 1d4 HP and even a warrior has just 1d8
    Enjoy my creations
    Gatsu, from Berserk (Kentaro Miura's)
    A hero: the Tekkaman space-knight.
    The villain he has to face: Dobrai, Valdaster Overlord from Tekkaman


    Threadwinner of Vs Mage challenges.
    Warning: may perform below standards if target has no heat signature (eg: undead mage)

  18. - Top - End - #18
    Barbarian in the Playground
     
    yougi's Avatar

    Join Date
    Jan 2007
    Location
    Canada
    Gender
    Male

    Default Re: Signature characteristics of different weapons

    Quote Originally Posted by LordDeathkeeper View Post
    Bleed for daggers, maybe a free bullrush for Close?
    That's an idea.

    Quote Originally Posted by Arkhosia View Post
    Maybe a dagger could get a 1/day bonus of accuracy: +3 to hit opponent.
    After all, to take someone down with a dagger, you would need to strike key areas to cause a significant wound.
    Sure, a sword can sever a arm, but the main danger of a dagger to the shoulder is death by infection or a severed blood vessel, and you have healing clerics.
    Hmmmm, I'm not too sure I like the accuracy bonus idea. But your last point kind of reinforces the bleed idea.

    Quote Originally Posted by ZeroGear View Post
    I would say free bull rush/trip attempt for shield bashes and club weapons, free disarm attempts for chain weapons (spiked chain, flail).

    Personally, I would do focuses in weapon categories rather than single weapons as it saves time and gives players a slightly larger range of options.

    Also, if your system features guns (ala pathfinder style), I would suggest larger range increment/piercing shot at a penalty.
    Yes, I'm trying to focus on weapon classes rather than single weapons, but then I'm at a loss with what to do, for example, with staff and dagger (hence why they are on their own), and thrown weapons (are javelin throwing skills really transferable to axe throwing?).

    Quote Originally Posted by Malak'ai View Post
    Axes and other unbalanced weapons (warhammers, maces etc) take more effort and time (even if it just a matter of a couple of heartbeats) to get back to a "readied" position after a powerful swing than a sword does. I think this is what the OP is trying to imitate with the AC penalty.

    If you do give a minus to AC, mitigate it by Str, Dex and skill, because it is true that some warriors were able to wield axes (and maces, hammers etc) almost as quickly as those using heavier bladed swords.
    That's right. I mean, I'm not saying that axe wielders always would get an AC penalty, but I'm saying that those highly trained axe fighters can, if they're surrounded, try this technique that allows them to attack everyone around, but leaves their defense lacking. It's just an extra option.

    Quote Originally Posted by Brother Oni View Post
    Perhaps staves could gain Reach, to represent their range bonus over non-polearm weapons, but still be able to attack adjacent enemies?
    Hmmmmm... Could be an idea.

    Quote Originally Posted by SinsI View Post
    I'd give a bonus to AC to all finese weapons that are used in duelling - against those weapons only.
    Hmmm, that would make them rather useless... Their main advantage is to have an AC bonus against people who also have an AC bonus against you. That's not a very cool feature for masters of the craft...

    Quote Originally Posted by Ossian View Post
    For the dagger, I can easily think of how much damage you can do due to its being light and small (so, difficult to block in a sense...).

    I would grant an extra +1d6 to damage on a surprise round or on a won initiative round, to anyone including non rogues (and better still if rogues).

    A dagger might not take out badass seasoned warriors in chain mail, but for most people, a 1d4+1d+6+STR+enchantment (if any) is plenty to go kick the bucket, if you think that a commoner has 1d4 HP and even a warrior has just 1d8
    Hmmmm, also an idea.
    Spoiler: ICitP Participations
    Show

    L - Corrupt Avenger - Brooswayn Scourgesoul (4th)
    LI - Black Flame Zealot - Anubis (SILVER)


    Blackguard Avatar from Cealocanth

  19. - Top - End - #19
    Ettin in the Playground
     
    Spiryt's Avatar

    Join Date
    Jun 2006
    Location
    Poland
    Gender
    Male

    Default Re: Signature characteristics of different weapons

    Quote Originally Posted by Barsoom View Post
    The dagger's only advantage is that it's small and easily hidden. I find it very difficult to envision a dagger-wielder having any actual advantage over the sword wielder
    This one is actually obvious enough - grapple range, or any closer range in general.
    Avatar by Kwarkpudding
    The subtle tongue, the sophist guile, they fail when the broadswords sing;
    Rush in and die, dogs—I was a man before I was a king.

    Whoever makes shoddy beer, shall be thrown into manure - town law from Gdańsk, XIth century.

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •