I've tried this before: rationalizing B/X weapons and giving a few extra options without too much complexity.
I also gave weapons more reasonable prices and weights (encumbrance system to follow).
Now I'm writing my "OSR Minimalist" again and this is what I'm going with.
This is my latest attempt, and I'm quite happy with it.
Tell me what you think! Did I miss anything?
Melee Weapons
In the case of melee weapons, the damage, price, and weight are determined by size.
|
Size |
Damage |
Price |
Weight |
|
Small
(S) |
1d4 |
$3 |
1/3 |
|
Medium
(M) |
1d6 |
$5 |
1 |
|
Large
(L) |
1d8 |
$10 |
2 |
|
Great
(G) |
1d10 |
$20 |
2 |
Small
weapons can be used in the offhand and thrown (20 feet). E.g., dagger, dart, sap.
Medium
weapons are used in the main hand and can likewise be thrown (20 feet). E.g., short
sword, hand axe, light mace.
Large can
be used in one or both hands (+1 damage when used with both). E.g., longsword, dane
axe, heavy mace.
Great weapons
must use two hands to attack. Two-handed sword (zweihänder, claymore), great
axe, lucerne hammer, maul, most polearms, etc.
To further differentiate weapons, here are some optional traits.
§ Expensive: double the cost.
§ Quick: if you roll minimum damage, make one immediate free attack against the same target (once per turn).
§ Reach: attack from second row (5' extra).
§ Charge: double damage on a charge or when set against one.
Here are some common weapons:
§ Axes, maces (M, L, G). +1 to hit shields, heavy armor, hard or brittle targets. Axes also get +1 against wood and maces +1 against stone.
§ Brass knuckles (S, $1). 1d2, quick.
§ Clubs (S, $1). No special features.
§ Daggers (S). Expensive, quick.
§ Flails (M, L, G). +1 to hit shields or heavy armor, +2 if both, -1 if none.
§ Javelins (S). Thrown 30', weight ½.
§ Kick (S). 1d2; on a natural 1, risk falling prone.
§ Pole weapons (L, G). Expensive, reach, charge, plus same effect as axe and mace.
§ Punch (S). 1d2−1, quick.
§ Quarterstaffs (L, $3, 1d4 damage). Reach or quick (choose when attack).
§ Spears (M, L, G). Reach, charge.
§ Swords (M, L, G). Expensive, quick.
§ Warhammers and warpicks (M, L, G). +2 to hit heavy armor, hard or brittle targets, -1 against unarmored and soft targets.
G weapons: +1 damage vs. larger-than-human foes, −1 to hit smaller-than-human ones. Swords and spears get +1 damage if M, +2 if L, +3 if G.
---
Ranged Weapons
|
Weapon |
Damage |
Price |
Weight |
Range |
Notes |
|
Sling |
1d4 |
$2 |
1/3 |
40' |
- |
|
Short
bow |
1d6 |
$20 |
1 |
60' |
- |
|
Long
bow |
1d6 |
$30 |
2 |
70' |
- |
|
Crossbow
|
1d6 |
$40 |
2 |
80' |
Slow |
- Slow: spend one round reloading between shots.
Ammunition
costs:
- Arrows or bolts — 20 for $5,
weight 1.
- Sling bullets — 30 for $1,
weight 1.
| # | Weapon | Size | Damage | Price | Weight | Traits |
|---|---|---|---|---|---|---|
| 1 | Punch | S | 1d2−1 | — | — | Quick |
| 2 | Kick | S | 1d2 | — | — | On natural 1, risk falling prone |
| 3 | Brass knuckles | S | 1d2 | $1 | 0 | Quick |
| 4 | Dagger | S | 1d4 | $6 | 1 | Expensive, quick, thrown 30' |
| 5 | Club | S | 1d4 | $1 | 1 | — |
| 6 | Javelin | S | 1d4 | $3 | ½ | Thrown 30' |
| 7 | Axe, mace | M | 1d6 | $5 | 1 | +1 to hit shields, heavy armor, hard or brittle targets |
| 8 | Flail | M | 1d6 | $5 | 1 | +1 vs shields or heavy armor, +2 if both, −1 if neither |
| 9 | Spear | M | 1d6 | $5 | 1 | Reach |
| 10 | Sword | M | 1d6 | $10 | 1 | Expensive, quick |
| 11 | Warhammer, warpick | M | 1d6 | $5 | 1 | +2 to hit heavy armor, hard or brittle targets; −1 vs unarmored |
| 12 | Axe, mace | L | 1d8 | $10 | 2 | +1 to hit shields, heavy armor, hard or brittle targets |
| 13 | Flail | L | 1d8 | $10 | 2 | +1 vs shields or heavy armor, +2 if both, −1 if neither |
| 14 | Quarterstaff | L | 1d4 | $3 | 2 | Reach or quick (choose when attacking) |
| 15 | Spear | L | 1d8 | $10 | 2 | Reach |
| 16 | Sword | L | 1d8 | $20 | 2 | Expensive, quick |
| 17 | Warhammer, warpick | L | 1d6 | $10 | 2 | +2 to hit heavy armor, hard or brittle targets; −1 vs unarmored |
| 18 | Axe, mace | G | 1d10 | $20 | 2 | +1 to hit shields, heavy armor, hard or brittle targets |
| 19 | Flail | G | 1d10 | $20 | 2 | +1 vs shields or heavy armor, +2 if both, −1 if neither |
| 20 | Pole weapon | L | 1d8 | $20 | 2 | Expensive, reach, +1 to hit shields, heavy armor, hard or brittle targets |
| 21 | Pole weapon | G | 1d10 | $40 | 2 | Expensive, reach, +1 to hit shields, heavy armor, hard or brittle targets |
| 22 | Spear | G | 1d10 | $20 | 2 | Reach, disadvantage within 5' |
| 23 | Sword | G | 1d10 | $40 | 2 | Expensive, quick |
| 24 | Warhammer, warpick | G | 1d10 | $20 | 2 | +2 to hit heavy armor, hard or brittle targets; −1 vs unarmored |
nice! I do the "quick" myself different: swords get another attack when the opponent misses a roll against you
ReplyDeleteabout the layout of the 24 weapons: its ok as you put it, people will work it out
Thank you! I like the idea of having a counter attack, sounds cool too!
DeleteThis is duplicated: "In the case of melee weapons, the damage, price, and weight are determined by size. Small and medium weapons can be hurled at enemies (20')."
ReplyDeleteI really like the simple size-based table. It feels way cleaner than the full table, and just conceptually very elegant. Though I do wonder why anyone would ever pick a Great weapon over a Large weapon; the Large weapon does the same average damage when two-handed, can be one-handed if you need your off-hand for something, and costs half as much. (I guess some characters might have special rules that e.g. maximise a damage die, making 1d10 better than 1d8 + 1, but that's fairly niche.) I thought initially that Great weapons got a special damage bonus against big foes in the optional rules (balanced by a penalty against small foes), but no, Large weapons get it too?
While I'm nitpicking, any reason you didn't give Charge to spears? It seems tailor-made for them, the whole "don't charge a spear wall or you'll get impaled" thing mechanic.
Great points - all of these are oversights, TBH, will fix them.
DeleteGreat weapon - I use max damage on a natural 20, if nothing else, but they probably deserve more distinction.
Charge to spears - pure oversight, mea culpa. Thanks for the catch!