Every weapon gets its damage die size
from its properties. Start all weapons at d2, this is the damage all
improvised weapons deal. Then increase the die's size by one for each
of the below that is true. I stole the basic concept for these rules from Unknown Armies weapon rules.
Melee Weapons
Sharp or penetrating?
Heavy enough to crack bones?
Heavy enough to crack bones?
Long as your arm or could be wielded
easily with both hands?
Daggers, Blackjacks, Quarterstaves are
d4
Swords, Spears, Spiked Maces, Axes are
d6
Battleaxe, Warpick, Glaives are d8
Ranged Weapons
Sharp or
penetrating?
Does the
projectile move faster then a human could throw it?
Heavy enough to
crack bones?
Is the projectile
OR launcher as long as your arm?
Slings and Darts
are d4
Javelins, Hunting
Bows, Hurled Boulders are d6
Longbows,
Ballista, Cannonballs are d8
By
using this method, it allows for an easy way to figure out the damage
for improvised and non-standard weapons. Whips for example would be
d4, since they are longer then your arm but not inherently sharp.
Bladed whips would be d6. Adding spikes to a mace increases its
damage.
Enhanced
Weapons
Each
of the above qualities that is enhanced beyond 'normal' for its
material give the weapon +1. I should mention here I dislike the idea
of casters 'enchanting' everything, since it takes away conceptual
balance and makes the setting too caster-centric. Just note that
being beyond 'normal' can be done through rare materials, enhanced
crafting techniques, and pouring in your blood, sweat, and tears.
Everyone is 'magic' in my game, don't make a discrepancy.
Sharp
enough to cut through lesser metals, or blade cuts through flesh like
butter? +1
The
weapon is super dense or adds momentum to its swing? +1
The
weapon can extend its range, or is incredibly well balanced? +1
The
maximum bonus a weapon can have from regular enhancement would
therefore be +3 for melee. I suppose ranged could be up to +4, but
most DMs don't go around handing out magic catapults. Any other
enchantment to the weapons would require something specific, like a
flaming brand, the weakness of a monster, touch of a divine being,
etc. Normal magic weapon stuff.
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