Rules for improvised weapons.


Other RPGs


So, I've been thinking about adding the option to use items and tools as improvised versions of weapons. Some of the weapons in my system are already improvised, such as the hatchet, machete, work hammer (a small carpentry hammer) and sledgehammer (a light one, with a 2kg head), but all of those are perfectly functional weapons with no issue being used in combat. That's not what this thread is about.

What this thread is about is BAD improvised weapons, ones that perform as inferior versions of other weapons. And since I can't write down every single possible item that could be used as an improvised weapon and write down their stats, I thought maybe I could write just a few rules and let the GM decide what implement will function as each, after listing a few examples. Here's what I've got.

Improvised weapons are items that aren't designed to be used as weapons and aren't listed on the weapon list, but can be used as weapons on the weapon list. These are usually inferior to the weapon they are being used as. There are a number of potential problems they might have, of which the GM is left to determine which would apply.

Unwieldy:
This item is heavy or badly balanced compared to the weapon it is taking the place of. These weapons do not get any bonus to attack, critical threat or guard saves from the user's ability scores, and cannot make jab, swipe or bash attacks or any form of attack of opportunity. They cause twice as much fatigue and have twice as high of a strain DC when used. Two examples of items that might be unwieldy are sledgehammers with heads significantly larger than the 2kg head used on the sledgehammer on the weapon list, (IE: One with a 4-5kg head), and a meat cleaver that otherwise would perform like a kukri or machete (depending on size).
;Translated, these weapons are inaccurate and imprecise no matter how strong or agile you are, are difficult to guard with, can't make light attacks and such can't attack fast enough to take advantage of an opening, and due to their weight are tiring and strenuous to use. It's also noteworthy that even dedicated weapons can be unwieldy if they are built for somebody a size larger than you, though you can use it as if it was a weapon type two categories larger (IE: a small creature could use a medium fighting knife as an improvised messer, or a medium shortsword as an improvised longsword), but if it's more than one size you'll need to move it up even more. (IE: A tiny creature using a medium shortsword would need to use it as an improvised zweihander, rather than a longsword.)

Unwieldable:
This item is beyond unwieldy. This weapon is either extremely heavy, or is both heavy and badly balanced. You can still use it, technically, but so poorly you're better off unarmed. These weapons suffer all the penalties of being unwieldy, and then some of their own. They take twice as long to attack as normal, provoke an attack of opportunity when used, cannot be used to guard and have both their fatigue and strain DC doubled again, now up to four times standard. The best example is a very large sledgehammer such as one with a 10kg head.
;Translated, using this item as a weapon is tantamount to suicide. They take really long to attack, and not only will you probably not hit and almost certainly not crit, you'll get hit for even trying (possibly with a bash, which inflicts a penalty and if it causes damage acts as an interrupt), and you can't defend yourself with it. You would, literally, be better off unarmed as at least your punches and kicks can connect. I would take a flail over anything with this designation, and flails don't even exist in this game because nobody in their right mind would use them. And this isn't even just improvised weapons, a dedicated weapon built for somebody two sizes larger than you, that you don't use as an if it was a weapon in a much larger weapon category, becomes unwieldable. (IE: A tiny creature trying to use a medium greatsword would find it unwieldable, since there isn't a higher category to step it up to, much less two to make it merely unwieldy, much less four to make it effective.)

Weak:
Some items that can be used as improvised versions of weapons are much weaker than the actual weapon they are being used as. As a result, they deal half damage and get half penetration on their attacks. Examples of this would be a chef's knife, which would otherwise perform as a fighting knife, or a baseball bat, which would otherwise perform as a heavy club.
;For examples of how bad this is, a fighting knife is normally a pretty effective weapon, dealing 7 piercing damage with 7 penetration in a thrust with 10 strength (8 damage with 9 penetration if you have 50 skill), but a chef's knife would only deal 3 damage with 3 penetration (4 damage with 4 penetration if you have 50 skill). A heavy club would normally deal 2d8+10 bludgeon damage (average 19) with 12 penetration in a two-handed swing with 10 strength, but a baseball bat only deals 1d8+5 (average 9.5) with 6 penetration.

Flimsy:
Some tools that can be used as improvised weapons are particularly fragile compared to an actual weapon. These items get half damage reduction and health. These weapons are also weak, as their flimsiness seriously interferes with their ability to deal damage. A good example of this would be a golf club, which would otherwise perform as a heavy mace. Any natural object you use as an improvised weapon is probably in this category, such as a stick you might try to use as a truncheon.
;This is so straight-forward I don't think I even need examples. A golf club, for instance, will probably be bent too far to be at all usable after a couple hard collisions with a human body and likely not inflict lethal damage in the process. And a stick is even worse, likely breaking in a single hit, inflicting fairly light damage, and needing to be immediately replaced. That's not saying you shouldn't use them if you get desperate, they're probably better than your bare hands on at least the first hit, but any actual weapon would be better, and it's unlikely you won't have a better option available if there's any option at all.


Of course some weapons might also be mostly the same but deal a different damage type, be incapable of some attacks, or not have as long of reach. But I figured the GM would probably be smart enough to figure those kinds of things out for themselves without a rule for it, right? I mean, a baseball bat is substitute heavy club, but it's a solid 30cm shorter, they should be able to notice that on their own. They should also be able to notice a screwdriver, a substitute for a small dagger, is a puncture weapon whereas a dagger is piercing, and that it can't swing or swipe since it doesn't have an edge.

Eh, I'll add a note to be safe.

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