I must create a system, or be enslaved by another man's. I will not reason and compare: my business is to create.

- William Blake

Monday, June 12, 2023

B/X weapon list remade


Here is a list of B/X weapons (adapted from OSE) with small changes in weight and the addition of speed factor. I think I've managed to distinguish every weapon with its own niche. No weapon is identical or simply better or worse than all others (if I've missed something, let me know).

The "slow" tag is removed and replaced by Speed Factor.

Notice that if you want to simply ignore speed factor and all the house rules below, the list below is still a bit more balanced (and sensible, IMO) than the original.


Assuming you're you are running the B/X as written, this is how you use speed factor (thanks Sleeper for the suggestion): whenever initiative is tied, and both sides are attacking, the weapons will indicate who attacks first. If you are not engaged with your foe, the longest weapon* attacks first. If you are already engaged, the quickest (lower SF) weapon attacks first.

[*when in doubt, the longest weapon is the one that does more damage; if they do the same damage, spear beats sword beats axe beats mace - or treat them as identical, if you find this hard to memorize].

Optional rule: when initiative is tied, roll 1d10. Every weapon that has a SF equal lower than this result also gets to attack twice (to make things even easier, you can just roll initiative with 1d10).

In addition, whenever you roll a natural 20, you get the chance of dealing a brutal hit: make another attack against the same target with a bonus equal to your SF.

[I like this solution because it makes the right weapons good against armor. If you want something faster, a natural 20 will give you more damage instead - maybe equal to half your SF, or equal to SF if you beat AC by 10 or more].

I reduced weapon ranges to their maximum range (e.g., "missile (30’)" instead of  "missile (5’–10’ / 11’–20’ / 21’–30’ )", to better fit the blog format - but it is something I plan to change too.

Weapon

Price

Wt.

Dmg.

SF

Properties

Axe, battle

7

50

1d8

8

2H

Club

3

50

1d4

4

Blunt

Crossbow

30

50

1d6

10

Missile (240’), Reload, 2H

Dagger

3

10

1d4

2

Thrown (30’)

Axe, hand

4

30

1d6

4

Thrown (30’)

Holy water (vial)

25

-

1d8

5

Thrown (50’), Splash weapon

Javelin

1

20

1d4

5

Thrown (90’)

Lance

5

120

1d6

6

Charge

Long bow

40

30

1d6

6

Missile (210’), 2H

Mace

5

30

1d6

7

Blunt

Oil (flask), burning

2

-

1d8

5

Thrown (50’), Splash weapon

Pole arm

7

120

1d10

10

Brace, 2H

Short bow

25

30

1d6

4

Missile (150’), 2H

Sword, short

7

20

1d6

3

-

Silver dagger

30

10

1d4

2

Thrown (30’)

Sling

2

20

1d4

7

Blunt, Missile (160’)

Spear

3

30

1d6

5

Brace, thrown (60’)

Staff

2

40

1d6

4

Blunt, 2H

Sword, long

10

60

1d8

5

-

Torch

 1/6

-

1d4

4

-

Sword, great

15

100

1d10

8

2H

War hammer

10

20

1d6

6

Blunt


As we have seen on the last post, the simple system has a lot of positive , "hidden", consequences: for example, axes and maces are better against heavy armor, while swords and daggers become even more deadly against unarmored foes.

Well, it is a start. But I feel that there is still work to do. I'd like to see:

- More weapons.
- More balance and diversity in weapons.
- More sensible weights.
- Interrupting spells!
- Dual wielding.
- Fighting one and two-handed with the same weapon.
- Sensible rules for dwarves and halflings. Their limitations aren't limiting if  they can just pick the best weapon (the sword).
- More weapon details ..  WITHOUT making things difficult! Including, maybe, space required, backstabbing, large foes, fighting dragons and oozes, and so on.

So this is what I'm trying next! Stay tuned!

5 comments:

  1. I'm a mite confused - IIRC part of the point of this mechanic was to give a little more heft to axes and maces, but the battle axe is still strictly worse than the 2h sword (same SF, lower damage).

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    Replies
    1. Thanks for the comment!

      You're right - this is something I intend to fix next. I'm not 100% satisfied yet and I don't think this can work perfectly while remaining so faithful to B/X.

      For now, the 2H sword is simply better because its weight is still a bit exaggerated. But now at least the battleaxe has some advantage over the common sword, and the polearm is not strictly better than 2H sword.

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    2. Yeah - I ended up just altering a few die codes to make things work for me. Polearm down to d8 for sure.

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    3. I considered doing this too! But for now I decided to keep it d10 to make it better/heavier than the 1h sword. Although the "brace" part is powerful if used often enough.

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    4. I'm treating polearms as "combination" weapons: axe plus spear, hammer plus axe, etc. But a pike (just a very long spear) should deal 1d8, definitely.

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