Create your own Weapons


Homebrew and House Rules


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This is the first draft on my system to create weapons.
Weapons crafted with this system most be masterwork quality. Simple weapons have a base price of 50 GP martial 100 GP exotic 250 GP.
You can not create range weapons right now.

Simple 7P Martial 10P Exotic 15P

Damage:
P DMG
-1 1D4
0 1D6
1 1D8
2 2D8
3 1D10
4 1D12
5 2D6
6 2D8
Critical hit:
p X-20
0 20-20
3 19-20
6 18-20

P *
0 2
3 3
6 4

Damage type:
P Type
0 S
1 P
2 B

2 Or
4 And

Special:

P Special
2 Blocking
2 Brace
1 Deadly
3 Disarm
2 distracting
0 fragile
3 Grapple
2 Monk
0 Nonleathal
2 Performance
2 Reach
3 Sunder
1 Trip
2 finesse
Range:
P Range
2 10
4 20

I have created some sample weapons. Each weapon have 3 different forms.

Dagger:
Dagger Simple
..1D4..19-20..P/S..10.Rang
P.-1.......3......3.......2

Dagger Martial
..1D4..18-20..P/S..10.Rang
P.-1.......6.......3.....2

Dagger Exotic
..1D4..18-20*3..P/S..20.Rang
P.-1.......9.........3.......4

Spear:

Long Spear Simple
.1D8..3.P.Reach
P.1....3.1....2

Long Spear Martial
..2D4.3.P.Reach.Brace
P..2...3.1.....2.....2

Long Spear Exotic
..1D12.4.P.Reach.Brace
P...4....6.1...2.....2

Morningstar:
Morningstar Simple
..1D6..2..B&P
P..0....0....7

Morningstar Martial
..1D8..2..B&P..Sundering
P..1....0....7......2

Morningstar Exotic
..1D10..3..B&P..Sundering
P...3.....3....7.......2

So what do you think? Is it Balanced. I know that the exotic weapons are more powerful then the exotic weapons that we have now. But this are worth a feat.

I think that I will create some restrictions so you can not get the 2D8 dmg for a simple weapon.


Adventure Path Charter Subscriber

This is a pretty interesting idea.

As written you might have some problems with gear/treasure.

I can also see this as a way to modify the way existing weapons work - changing how effective they are based upon the type of proficiency you have.

A dagger, used with simple weapon proficiency is:
1D4 19-20 P/S 10' Range

The same dagger, used with martial weapon proficiency is:
1D4 18-20 P/S 10' Range

and same dagger, used with exotic weapon proficiency is:
1D4 18-20*3 P/S 20' Range

It would be a neat way to allow characters to be equipped however they want to be.

RPG Superstar Season 9 Top 16

The weapon system in an RPG project of mine uses something like this. In my system, every hand category of weapon (light, one-handed, two-handed) has a base damage. You can then modify the base by adding special features, each costing construction points. The maximum number of construction points the weapon can have depends on whether it's a simple, martial, or exotic weapon.

For example, let's say you want to make a short sword. In my system, a light weapon has a base 1d4 damage and a martial weapon has a maximum 2 features. So you make the sword a martial light weapon with the Improved Damage and Improved Critical Range features. Something like that.


Very interesting sub-system. Please consider that fragile may cost -1 to account for an increased threat range.

As of now, there is no real branch to light weapons, unless you count finesse as the quality.


I like the idea, though I prefer Cyrad's spin on it.
Some time ago, my players and myself were a bit fed up with a amount of weapons and decided for a few game to have all the classic weaponry regrouped under prestated "generic light weapon", "generic one-handed weapon", etc; only truly custom weapons with their own set of stats.

It worked okay, but I think I prefer this sub-system, since it gives players a bit of liberty on what their weapons are, without having a full-page table of 150+ weapons.

For exotic proficiency, rather that have the character be proficient in a specific exotic weapon, we could have him ignore (or reduce) the "feature" cost for a feature chosen in a specific list.

For example, keeping the "2 features for a martial weapon" from Cyrad, a "disarming shortsword" would have 3 features (Improved Damage, Improved Critical Range, Disarm), and thus be a exotic weapon. However, a Character with exotic proficiency(disarm) would consider the Disarm feature free, and thus this weapon would be a Martial/"2 features" weapon for him.

That said, there's the issue of races with weapon familiarity. How would we make it work ?


Most of the bad things from fragile is removed when the weapon gets enchanted.
And I think that players might abuse it. To gain more points for a very small barrack.

I think that critical need to be restricted to max 3 point on simple and 6 for martial and 9 for exotic.

So a simple weapon cant have 18-20*2
So a martial weapon cant have 18-20*3 for 9 points.
And exotic cant have 18-20*4. But you can have 19-20*4 and 18-20*3

Damage restriction
Simple---2D4----points 2
Martial--1D12---points 4
Exotic---2D8----points 6

So now you cant have a simple weapon that's 2D8 DMG and has DAG type P.

I don't think that light, one-handed and Twp-handed needs balancing between each other.
light---------Have fineness build in. Cant be 2 handed.
one-handed----Can be 2 handed
Twp-handed----Can have reach.

Reach can only be put on Twp-handed weapons or Reach costs *2 on other weapons haven't decided yet.

Shadow Lodge

I think "fragile" should reduce the cost by 1 as there is no benefit to it, and there are penalties

Ok, sample weapon

2D8 19-20 x3 monk trip weapon, would cost 250 GP, and be exotic.
Interesting


Good point regarding critical limitation. I suggest you provide a link for a cloud-based storage of the file--so you can always view the latest version without shifting through pages.

Here are a few points to consider:

Thrown Property: Please specify the cost of making a weapon subject to feats based on thrown weapons.

Cost of Weapon: An easy formula is (weapon points) x (modifier) gp

Simple: 1/2
Martial: 1
Exotic: 2

Fragility: Perhaps making fragility persist through enchantment is a good enough price to pay.

Variant Options: You may also consider increased costs for enchanting, scaling as per point invested.

Double Weapons: Perhaps also add a new category next to Finesse and Perform: Double weapon. The averages of bonuses from both sides contribute to the total cost of the weapon.


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Create your own weapons


Zautos' wrote:
Create your own weapons

Questions: What about size? Like light, 1h, 2h, and ranged? The base damage for those should be different.

And what about range increments for ranged weapons?

Also, with the damage table a Greatsword would have to be exotic (2d6 damage), but it's martial. How are you addressing this? Just call it an exception?

Edit:
Fragile: I don't want my magic weapon to have a 5% chance of breaking whenever I swing it. I really hate it when my sword breaks. Just don't allow the fragile quality. Or make it at least -2P. 5% chance of breaking is a lot.


Lights benefit of having finesse from the start.
1h benefit of being able to be used in 1 or 2 hands.
2h benefit is that reach is cheaper for them.

And this is a whey to create new weapons not to replicate old ones.
There's a lot of exotic weapons that only costs 3 points and I cant balance around that.

You cant create range weapons yet only thrown. That follow the same rules as thrown weapons like daggers.

Edit:
Could make it so that 2H wepones can have +1 DMG step and light have -1Dmg step.

light simple max 1D6
1-H simple max 1D8
2-H simple max 2D4

light martial 2D4
1-H martial 1D10
2-H martial 1D12

light exotic 1D12
1-H exotic 2D6
2-H exotic 2D8


Zautos' wrote:

Lights benefit of having finesse from the start.

1h benefit of being able to be used in 1 or 2 hands.
2h benefit is that reach is cheaper for them.

And this is a whey to create new weapons not to replicate old ones.
There's a lot of exotic weapons that only costs 3 points and I cant balance around that.

You cant create range weapons yet only thrown. That follow the same rules as thrown weapons like daggers.

But the damages should have different costs depending on the size.

ex. light: chart you have shown
1h: 1d8 base
2h: 1d10 base

Also, being able to get reach cheaper isn't a benefit unless every 2h weapon was a reach weapon.

Edit:
Yeah that seems pretty reasonable.


I don't know any more Benefits of the different sizes right now. So if any one have any suggestions leave them here or in the document.

Is the prices of the special ability's right?
I have change the fragile cost to -2

And thank you for fixing spelling mistakes and such :)


Anonymous has suggested something like this for gold cost.

Cost of weapon =(total weapon construction points)+(complexity of weapon)

Simple weapon complexity = 1/2
Martial weapon complexity = 1
exotic weapon complexity =2

That means that simple weapon costs 7.5 Gp if you use all points
martial weapon cost would be 11 Gp and exotic would cost 17 Gp

If we change the formula too
Cost of weapon =(total weapon construction points)*(complexity of weapon)

That means that simple weapon costs 3.5 Gp if you use all points
martial weapon cost would be 10 Gp and exotic would cost 30 Gp

I think that the prices are too low on both of this formulas. But I'm not an expert and weapons that exists have different prices in the same grope.
For example there are martial weapons that cost 1 gp and others that cost 100 gp.


There's a problem with Google doc right now. I cant add your suggestions.
So leave them hear instead


Perhaps multiplying the complexity by 2 also works. Simple weapons will remain at the same cost, but exotic would be 60.

But regarding consistency--we sort of have our hands tied; there is no basis for pricing in the original game except developer fiat. We'll just have to choose a basis and stick with it.


Complexity
Simple 1
martial 2
exotic 4

(total weapon construction points)*(complexity of weapon)
simple = 7 gp
martial =20 gp
Exotic = 60 gp

The new prices are a lot better I think. But should we have a formula or sett prices. I don't think that many people will have any points leftover when the weapon is finished. A formula will be harder for people to use then a sett price for the different levels of weapons.


There is a problem with our system: We cannot calculate weapon weight.

Suggestions, anyone?


I didn't think about that....

Hmm.
Wight should be Light < 1-H < 2-H But I don't know more exactly. There should be more then one wight for each type as well I think.

1-H swords weight in real life 0.9 Kg too 1.3 Kg and large 2-H weight is 3.0 Kg too 4.5 Kg


Maybe we need too look after weapons that are similar to the weapon that's created and give it the same weight and not use any formula or real system for it.


DM fiat, then?
I admit, I have no idea how to determine weight.


I think it will be DM fiat.


What do you think of 17-20 or *5 on weapons. It costs 12 points
With butterfly strike it's Super strong but we can add something that limit it to 18-20 for that feat and *4

Or maybe chance the feat so it increases the damage to *2 and it stacks with crits from that person. So if you give a crit to a x4 weapon it gains X2 Damage but if it crits it gain X5 Damage. I hope you understand

RPG Superstar Season 9 Top 16

This is something I enjoy in Legend, wherein you can pick 3 qualities for your weapon(s).

Hands necessary should probably be determined by the damage die. Also, right now you could get a simple weapon that outputs 2d8? A little silly.


No you cant. DMG has 2 things that limit it.
A simple light weapon can have a maximum DMG of 1d6
A exotic simple weapon can have 2D4

Did you look in the Google document?


I dont know whether this helps you or not but i made Light and Heavy a weapon quality that determined what handedness was allowed with the weapon.

So by adding Light you ensure that the weapon can only be wielded one handed (and you could then apply a limit to the maximum damage).

By adding Heavy you make the weapon possible to be wielded in two hands (and again apply a greater limit to maximum damage).

Of course why not make the additional damage a property that can be added so people can fully customise their weapon.

You could have a sword that at a base deals 1d6 damage, but you can add 2 properties to make it 1d10 (increase the damage dice by two steps) and then another property to make it Heavy and then you have a bastard sword.


For a similar idea in a bit different RPG, check out the Savage Armory (fan supplement, you can find a free PDF floating around on google) for Savage Worlds.


Dazzlerdal
You can already customize your weapons within limits and there is a DMG limit on size and type.

All the information can be found in the Google doc

LoneKnave
I will look at it. Hopefully it will help


Have added how to add range weapons now. Tell me what you think about it. I don't know how balanced it is right now.

Hears a sample Crossbow. I only have 1-H and 2-H weapons. Haven't decided on re-lode times.
Exotic Crossbow.
DMG 3D8 Range 150 Type P&S Critical 20*2
I would think that it reloads as a heavy crossbow.


I've been playing a Slayer who uses two wakazashi-like swords with small holes drilled into them to catch air and whistle. Basically it let's me roll perform to use them as an instrument.

Sand-Sabers
Exotic Weapon Prof
1d6 18-20x2
Perform (Sand-Saber): DC15 to use in combat for +2 Intimidate bonus

Advocates

Pathfinder Adventure, Adventure Path, Maps Subscriber

I'm planning on playing a swashbuckler that uses an exotic weapon in the form of a heavy dagger at the end of a chain, and this was a great help for designing it. :)

Chained Dagger
Exotic Light Weapon (15 points to assign)
1d10 (3)
19-20/x3 (3+3=6)
Piercing (1)
Can use a swift action to extend reach by 5 feet for 1 round with a -1 penalty to AC (3)
Can use a swift action to wrap the chain around the wielder's arm for a +1 shield bonus to AC, but with a -2 penalty to attack rolls. (2)

RPG Superstar Season 9 Top 16

No, I only read the initial post. Good to know there are limits in place.


Lindley Court wrote:

I'm planning on playing a swashbuckler that uses an exotic weapon in the form of a heavy dagger at the end of a chain, and this was a great help for designing it. :)

Chained Dagger
Exotic Light Weapon (15 points to assign)
1d10 (3)
19-20/x3 (3+3=6)
Piercing (1)
Can use a swift action to extend reach by 5 feet for 1 round with a -1 penalty to AC (3)
Can use a swift action to wrap the chain around the wielder's arm for a +1 shield bonus to AC, but with a -2 penalty to attack rolls. (2)

I'm glad to hear that my system helped you.


Wherps, edited cause I got a quote tag unintentionally.

You have no entry for weapons that have a threat range of 20 only. Also an "example" to demonstrate the process would be greatly appreciated.


A threat range of only 20 is free. So I don't think it should be listed.
But your right I should make a step by step guide on how to make a weapon.

One problem that came up in my group is that people named there weapons. So they don't need exotic weapon proficiency.

So if one player is playing a dwarf. He might create 3 weapons with dwarf in the name so he can skip the exotic weapon proficient feat. Should I limit it so you cant name your weapons to remove the requirement.


Yeah that's a good idea, though your players are clever for thinking of using their race to their advantage like that.


It't might make more players play other races then humans. If they got to play with this nice weapons for free XD

Sovereign Court

Needs a distinction between weapon types; light, one-handed, two-handed.


There are some distinctions between the weapons in the system. You can see it in the google doc


Some weapons and armor! :D

(The spoiler on the bottom.)

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