Ultimate Combat Preview #1

Tuesday, July 19, 2011

Time slips by so quickly during the summer months that it seems like a new rulebook is just around the corner. As it turns out, Ultimate Combat is due to release in just a few weeks. From now until Gen Con, we will be showing off some of the exciting new options for characters and GMs alike that hide inside this blood-drenched tome.

To kick things off, I can think of no better way than to take a look at the classes chapter of Ultimate Combat. This book features one brand-new class, the gunslinger, as well as two alternate classes, the ninja and the samurai. In addition, all of the classes that focus on melee or ranged combat get a host of new archetypes in this book. Take a look a this list.

Illustration by Mauricio Herrera

Alchemist: This section presents the beastmorph and ragechemist archetypes.
Barbarian: This section includes the armored hulk, scarred rager, sea reaver, titan mauler, true primitive, urban barbarian, and wild rager.
Bard: This section includes the archaeologist, daredevil, and dervish dancer.
Cavalier: This section includes the beast rider, emissary, gendarme, honor guard, luring cavalier, musketeer, standard bearer, and strategist.
Cleric: This section includes the crusader, divine strategist, evangelist, and merciful healer.
Druid: This section includes the ape shaman, bat shaman, and boar shaman, as well as the world walker.
Fighter: This section includes the armor master, brawler, cad, dragoon, gladiator, tactician, thunderstriker, tower shield specialist, unarmed fighter, and unbreakable.
Gunslinger: This section includes the gun tank, musket master, mysterious stranger, and pistolero.
Inquisitor: This section includes the iconoclast, spellbreaker, and witch hunter.
Magus: This section includes the kensai, myrmidarch, skirnir, and soul forger.
Monk: This section includes the flowing monk, maneuver master, martial artist, master of many styles, sensei, sohei, and tetori.
Paladin: This section includes the divine hunter, empyreal knight, holy gun, holy tactician, knight of the sepulcher, and sacred shield.
Ranger: This section includes the battle scout, deep walker, falconer, trophy hunter, warden, and wild stalker.
Rogue: This section includes new rogue talents, plus the bandit, chameleon, charlatan, driver, knife master, pirate, roof runner, sanctified rogue, and survivalist.
Wizard: This section includes the arcane bomber, siege mage, and spellslinger.

Of course, some of these classes get other new rules as well, such as rage powers, rogue talents, and the like. Some of these archetypes can make for some versatile and powerful characters. I myself am playing with one of these archetypes in a campaign being run by our illustrious publisher, Erik Mona. Take a look at the Maneuver Master.

Maneuver Master (Archetype)
The maneuver master specializes in more complicated moves than simple damage-dealing strikes.
Bonus Feat: In addition to normal monk bonus feats, a maneuver master may select any Improved combat maneuver feat (such as Improved Overrun) as a bonus feat. At 6th level and above, he may select any Greater combat maneuver feat (such as Greater Grapple) as a bonus feat. At 10th level and above, he may select any maneuver Strike feat (such as Tripping Strike) as a bonus feat.
Flurry of Maneuvers (Ex): At 1st level, as part of a full-attack action, a maneuver master can make one additional combat maneuver, regardless of whether the maneuver normally replaces a melee attack or requires a standard action. The maneuver master uses his monk level in place of his base attack bonus to determine his CMB for the bonus maneuvers, though all combat maneuver checks suffer a –2 penalty when using a flurry. At 8th level, a maneuver master may attempt a second additional combat maneuver, with an additional –3 penalty on combat maneuver checks. At 15th level, a maneuver master may attempt a third additional combat maneuver, with an additional –7 penalty on combat maneuver checks. This ability replaces flurry of blows.
Maneuver Defense (Ex): At 3rd level, if a maneuver master has an Improved combat maneuver feat, any creature attempting that maneuver against the maneuver master provokes an attack of opportunity, even if it would not normally do so. This ability replaces still mind.
Reliable Maneuver (Ex): At 4th level, as a swift action, a maneuver master may spend 1 point from his ki pool before attempting a combat maneuver. He can roll his combat maneuver check for that maneuver twice and use the better result. This ability replaces slow fall.
Meditative Maneuver (Ex): At 5th level, as a swift action, a maneuver master can add his Wisdom modifier on any combat maneuver check he makes before the beginning of his next turn. He must choose which combat maneuver check to grant the bonus to before making the combat maneuver check. This ability replaces purity of body.
Sweeping Maneuver (Ex): At 11th level, a maneuver master can make two combat maneuvers as a standard action, as long as neither maneuver requires the maneuver master to move. He may perform two identical maneuvers against two adjacent enemies, or he may perform two different combat maneuvers against the same target. This ability replaces diamond body.
Whirlwind Maneuver (Ex): At 15th level, once per day as a full-round action, a maneuver master can attempt a single combat maneuver against every opponent he threatens, as long as the combat maneuver does not require movement. He makes a single combat maneuver check, and it applies to all targets. This ability replaces quivering palm.

After the first session, I can tell you that this archetype has been a blast to play. We will be looking at some of the fun toys for the monk in more detail next week, but let me close out with one last list of class-filled fun. Here is the revised and expanded list of fighter weapon groups. Weapons marked with one asterisk (*) can be found in the Advanced Player's Guide, while those with two asterisks (**) are from Ultimate Combat. Enjoy and see you all next week.

Axes: bardiche*, battleaxe, dwarven waraxe, greataxe, handaxe, heavy pick, hooked axe**, knuckle axe**, light pick, mattock**, orc double axe, pata**, and throwing axe
Blades, Heavy: bastard sword, chakram*, double chicken saber**, double walking stick katana**, elven curve blade, falcata*, falchion, greatsword, great terbutje**, katana**, khopesh*, longsword, nine-ring broadsword**, nodachi**, scimitar, scythe, seven-branched sword**, shotel**, temple sword*, terbutje**, and two-bladed sword
Blades, Light: bayonet*, butterfly sword**, dagger, gladius**, kama, kerambit**, kukri, pata**, quadrens**, rapier, short sword, sica**, sickle, starknife, swordbreaker dagger*, sword cane*, and wakizashi**
Bows: composite longbow, composite shortbow, longbow, and shortbow
Close: bayonet*, brass knuckles*, cestus**, dan bong**, emei piercer**, fighting fan**, gauntlet, heavy shield, iron brush**, light shield, madu**, mere club**, punching dagger, sap, scizore**, spiked armor, spiked gauntlet, spiked shield, tekko-kagi**, tonfa**, unarmed strike, wooden stake*, and wushu dart**
Crossbows: double crossbow*, hand crossbow, heavy crossbow, heavy repeating crossbow, light crossbow, light repeating crossbow, and tube arrow shooter**
Double: dire flail, dwarven urgrosh, gnome hooked hammer, orc double axe, quarterstaff, and two-bladed sword
Firearms: all one-handed**, two-handed**, and siege firearms**
Flails: chain spear*, dire flail, double chained kama**, flail, flying blade**, heavy flail, kusarigama**, kyoketsu shoge**, meteor hammer**, morningstar, nine-section whip**, nunchaku, sansetsukon**, scorpion whip**, spiked chain, urumi**, and whip
Hammers: aklys**, battle aspergillum*, club, greatclub, heavy mace, light hammer, light mace, mere club**, taiaha**, tetsubo**, wahaika**, and warhammer
Monk: bo staff**, brass knuckles**, butterfly sword**, cestus*, dan bong**, double chained kama**, double chicken saber**, emei piercer**, fighting fan**, jutte**, kama, kusarigama**, kyoketsu shoge**, lungshuan tamo**, monk's spade**, nine-ring broadsword**, nine-section whip**, nunchaku, quarterstaff, rope dart**, sai, sansetsukon**, seven-branched sword**, shang gou**, shuriken, siangham, tiger fork**, tonfa**, tri-point double-edged sword**, unarmed strike, urumi**, wushu dart**
Natural: unarmed strike and all natural weapons, such as bite, claw, gore, tail, and wing
Polearms: bardiche*, bec de corbin*, bill*, glaive, glaive-guisarme*, guisarme, halberd, hooked lance**, lucerne hammer*, mancatcher*, monk's spade**, naginata**, nodachi**, ranseur, rohomphaia**,tepoztopili**, and tiger fork**
Spears: amentum**, boar spear*, javelin, harpoon**, lance, longspear, pilum*, shortspear, sibat**, spear, tiger fork**, and trident
Thrown: aklys**, amentum**, atlatl**, blowgun, bolas, boomerang*, chakram*, club, dagger, dart, halfling sling staff, harpoon**, javelin, lasso*, kestros**, light hammer, net, poisoned sand tube**, rope dart**, shortspear, shuriken, sling, spear, starknife, throwing axe, throwing shield**, trident, and wushu dart**
Siege Engines: all siege engines**


Jason Bulmahn
Lead Designer

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Tags: Design Tuesdays Mauricio Herrera Paladins Pathfinder Roleplaying Game
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Any chance of those favored few answering a couple of humble questions:

1) What does the Knife Master archetype for Rogue do?

2) Are the new weapons mostly exotic or martial? (an inkling of what the kerambit stats are like would be most welcome)

Edit - question answered in another thread! Thanks Cheapy!


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
Mark Sweetman wrote:

Any chance of those favored few answering a couple of humble questions:

1) What does the Knife Master archetype for Rogue do?

2) Are the new weapons mostly exotic or martial? (an inkling of what the kerambit stats are like would be most welcome)

Better idea! Cheapy (or anyone with it) shouldstart a thread like they did with UM

Liberty's Edge

All I'm going to say, looking at the book, is that everyone ealier in the thread who was concerned about the art...stop. Just stop. It's really, really good.

Well, maybe that's not ALL I'm going to say, but...


Matt Stich wrote:
Cheapy wrote:
The not-mount-focused cavalier archetypes are Honor Guard, Luring Cavalier, Musketeer (completely gets rid of the mount), and standard bearer (switches Banner with Mount).
What's the Luring Cavalier do? kite foes?

Yes. They get something like Antagonize but with critted ranged attacks, and can ignore some range increments with all attacks that are at full BAB. They can also double the touch-ac range of firearms. They also can use up a use of the challenge-replacement before an attack roll to do double their level in bonus damage.


Jeremiziah wrote:

All I'm going to say, looking at the book, is that everyone ealier in the thread who was concerned about the art...stop. Just stop. It's really, really good.

Well, maybe that's not ALL I'm going to say, but...

The art for the chapter on variant rules? Awesome. Especially with the text :D

Liberty's Edge

Mark Sweetman wrote:

Any chance of those favored few answering a couple of humble questions:

1) What does the Knife Master archetype for Rogue do?

2) Are the new weapons mostly exotic or martial? (an inkling of what the kerambit stats are like would be most welcome)

1) It makes the rogue a better fighter with knives and knife-like weapons, improving their crit dice with those weapons at the expense of crit dice when using other weapons, and giving them an AC bonus to boot. They lose the trap-related stuff for this.

2) Equal parts martial and exotic, honestly. The kerambit is... well, it's an unarmed strike with a x3 crit mod and it's slashing. But it's not a monk weapon. Not sure what the deal is there, other than from a purely flavor perspective I'm not sure why anyone would use it. But I haven't looked too closely.


The flying blade is a 10' reach weapon that threatens and has a 20/x3 crit modifier. Also does 1d12 damage. No trip though!

Also, Improved Whip Master lets you threaten your natural reach +5' with a whip.

Any questions about the book, please direct here.

Liberty's Edge

TriOmegaZero wrote:
Lokius wrote:
People focus waaaaay too much on DPR and I think it is a result of the MMO min max generation more than anything.
Not the way I hear it. Fighters and paladins didn't dream of gauntlets of ogre power and holy avengers in 1E because of roleplay considerations.

C'mon, man. How can anyone say that anything up to and including 1E was anything like the way the game is now?

Players wanted magic items to be more badass, not because they were expected in order to feel mathematically adequate and on an even playing field at any given level.

The entire consciousness of the game has changed because the background practices of the gamers has changed, and those background practices include years of playing highly regimented computer RPGs.


Kortz wrote:


C'mon, man. How can anyone say that anything up to and including 1E was anything like the way the game is now?

Players wanted magic items to be more badass, not because they were expected in order to feel mathematically adequate and on an even playing field at any given level.

The entire consciousness of the game has changed because the background practices of the gamers has changed, and those background practices include years of playing highly regimented computer RPGs.

Well the big difference is that in 1st edition it wasn't "can you succeed?" it was "How long can you not fail?" magic items were rare because you were intended to die (the level of the average adventurer was stated to be three) not because you didn't need them.


Shadow_of_death wrote:
Kortz wrote:


C'mon, man. How can anyone say that anything up to and including 1E was anything like the way the game is now?

Players wanted magic items to be more badass, not because they were expected in order to feel mathematically adequate and on an even playing field at any given level.

The entire consciousness of the game has changed because the background practices of the gamers has changed, and those background practices include years of playing highly regimented computer RPGs.

Well the big difference is that in 1st edition it wasn't "can you succeed?" it was "How long can you not fail?" magic items were rare because you were intended to die (the level of the average adventurer was stated to be three) not because you didn't need them.

In other words, it's not video games that are the problem, it's the fact that video games have gotten easier in the past decade or two. In the '90s, you expected to lose, suck, and die in almost every vidjagame. They took that out of most games, hence the mindset applying to other forms of entertainment.


Irulesmost wrote:

In other words, it's not video games that are the problem, it's the fact that video games have gotten easier in the past decade or two. In the '90s, you expected to lose, suck, and die in almost every vidjagame. They took that out of most games, hence the mindset applying to other forms of entertainment.

they haven't gotten easier so much as the people playing them are the same ones that were playing them when they came out in the 90's. Sure we all sucked playing mario at first but now I can zip past half the game in the same time it takes me to beat half of halo on legendary (and mario has significantly more levels).

1st edition wasn't like videogames where you suck and die until you get the hang of how it is done, first edition was

Dm: roll a die
Player: 16
Dm: you live

Repeat until player stops rolling above ten. It was simulated as if you actually took you, gave you a rusty sword and threw a troll in front of you. You weren't a hero in the making you were either a soon to be dead commonfolk or a very lucky son of a bi**h.


That's true, but if you die on legendary Halo, you don't have to start from the beginning. On Mario, you die (although, you get a fair number of lives) enough, then you do.

And as a very lucky s.o.b. and proficient sword-user, I fancy my chances. Maybe not against a troll, though being that I don't have reliable access to fire.

:p


How good are firearms for anyone not of a specific archetype focused on them?


Umbral Reaver wrote:
How good are firearms for anyone not of a specific archetype focused on them?

Well I can tell you anything like the blunderbuss is great for anything with sneak attack, go figure. Rogue AOE FTW

Grand Lodge

Pathfinder Adventure, Rulebook Subscriber
Irulesmost wrote:

That's true, but if you die on legendary Halo, you don't have to start from the beginning. On Mario, you die (although, you get a fair number of lives) enough, then you do.

Halo is for wimps.

:)


TriOmegaZero wrote:


Halo is for wimps.

:)

I watched a playthrough of that once, completely unedited.

Great example of first edition.

Liberty's Edge

Muser wrote:


  • kensai - Knowing Paizo, this will end up as something completely different than expected(remember oracles?), but it could as well be mix of bladebound/staff magus. Lightly armored weapon-buffing blademaster? Here's to hoping.

  • I'm hoping the same thing. A throwback to the old 2nd edition Kensai would be fantastic. It's moved so far away from one of my favorite kits in AD&D to whatever it is now ... usually some heavy armored warrior type.

    I miss the no armored bad A T_T


    Misery wrote:
    Muser wrote:


  • kensai - Knowing Paizo, this will end up as something completely different than expected(remember oracles?), but it could as well be mix of bladebound/staff magus. Lightly armored weapon-buffing blademaster? Here's to hoping.

  • I'm hoping the same thing. A throwback to the old 2nd edition Kensai would be fantastic. It's moved so far away from one of my favorite kits in AD&D to whatever it is now ... usually some heavy armored warrior type.

    I miss the no armored bad A T_T

    From the mouths of Cheapy and Dr.Candycane:

    -No armor proficiencies, suffers arcane spell failure as normal.
    -No Spell Recall, Knowledge Pool.
    -Diminished spellcasting (-1 spell slot per spell level).
    -Canny Defense (as the Duelist class ability, meaning Int modifier to AC).
    -Can deal maximum damage on critical hits.
    -Fighter training.
    -Adds Int modifier to several things, such as AC (mentioned above), Initiative and AoOs.

    Since I am merely repeating what others have said in another thread or two, I cannot elaborate any further. Still, kinda reminds one of the 2nd Ed Kensai kit, methinks, only with spellcasting.

    RPG Superstar 2015 Top 8

    Ravingdork wrote:


    Amentum? It's just a shortspear!
    Bo Staff? Meet the quarterstff!
    Butterfly Sword? Easily represented by a punching dagger!
    Cestus? Functionally just a gauntlet!
    Dan Bong? Statistically a nunchaku!
    Double Walking Stick Katana? Paired short swords in one sheath!
    Emei Piercer? Represented by punching dagger stats!
    Gladius? Just another short sword!
    Kerambit? Sickle!
    Katana? A bastard sword!
    Madu? A fancy spiked shield!
    Mattock? It's just a pick!
    Mere Club? A club or mace!
    Nine-ring Broadsword? Looks like a falchion to me!
    Nodachi? Greatsword.
    Pata? It's a spiked gauntlet!
    Quadrens? What the hell is a quadren?
    Sibat? Shortspear!
    Taiaha? It's a spear!
    Tekko-kagi? Spiked gauntlet!
    Tetsubo? Great club!
    Tiger Fork? It's a freakin' trident!
    Tonfa? Club!
    Tri-point Double-edged Sword? Represented by halberd stats!
    Wahaika? Club!
    Wakizashi? Yet another short sword!

    I am really disappointed in the new weapons. As you can clearly see, most already exist within the rules.

    I know this is a post from many pages back, but I needed to say...

    I agree. Wholeheartedly.

    With RavingDork, even. ;)

    If we start getting separate stats for all these weapons, why not different stats for a gladius and a xiphos and a smallsword? Why are THOSE shoehorned into "short sword" but "wakizashi" is somehow different? It opens a whole can of worms--I can see weapon freaks I've known now demanding separate stats for every weapon ever invented because Ultimate Combat establishes a precedent--and I agree it likely takes up a bunch of space in the gear section that could better been used for other things, like rules clarifications, more feats, more archetypes, etc.

    I know it's too late to really complain as those will definitely be in the book, but I have to say it seems a poor call.

    Maneuver Master looks cool though.

    Silver Crusade

    Pathfinder Adventure Path Subscriber
    DeathQuaker wrote:

    I know it's too late to really complain as those will definitely be in the book, but I have to say it seems a poor call.

    This complaint is 11 years late, as it should be directed at people who wrote 3E so that there are profound mechanical differences between a straight piece of sharp metal (longsword) and a curved piece of sharp metal (scimitar).

    Once this level of differentiation was introduced to weapons, Pathfinder had little choice but to follow suit.

    Grand Lodge

    Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber

    A Bo Staff physically and culturally is quite different from a quarterstaff. And the fighting style using one is also different for this reason Maybe this is a weapon that does less damage and has a higher crit range instead?

    This is the Ultimate Combat book so yes it should be chock full of weapons and many of them are going to be close to each other. But as long as there is a mechanic difference even slight, than the weapon list is doing the job it's supposed to do.

    And I think it's extremely premature and rude to make the snap judgement the Dork made without looking at the complete weapon package instead of just the list.


    1 person marked this as a favorite.

    I like that a lot of different statistics exist for weapons. One has higher damage, one has higher crit range, one has higher crit multiplier etc.

    However that one exact weapon is given to each statistic isn't necessary. If the short sword gets the Wakizashi statistics and vice versa, nothing would be lost.

    The problem is that if you wield a katana it is branded in your fellow players head that you are wielding that "cool asian sword from all the movies" for better or worse.

    It would probably have been better to have a group like "martial light slashing weapons" with 10 statistics and 15 names and you cherry pick what you want.

    Liberty's Edge

    For the record, there are separate stats for the gladius in the book as well. :P

    Shadow Lodge

    Weapons similarity has always been a 'problem' and always will. Some game systems don't even mess with it and just have generic categories and let you flavor the "Big Slashing Weapon" however you want. That's kind of my preference. You could have a table of about 12 weapon types and a chart showing what weapons fit in which type.

    That kind of goes against the way the worlds most popular role-playing system has done things though.

    And FWIW it goes back further than 11 years, more like 30.


    0gre wrote:

    Weapons similarity has always been a 'problem' and always will. Some game systems don't even mess with it and just have generic categories and let you flavor the "Big Slashing Weapon" however you want. That's kind of my preference. You could have a table of about 12 weapon types and a chart showing what weapons fit in which type.

    That kind of goes against the way the worlds most popular role-playing system has done things though.

    And FWIW it goes back further than 11 years, more like 30.

    Yeah, 7th Sea (original, not d20) did it that way kinda. You had just a 'fencing weapon' or a 'heavy weapon' then you or your swordsman school might say rapier or saber, but in the end the stats are the same. It wasn't until later that they started defining weapons, but even then it was based on the standard. For example, a scimitar was a 'fencing weapon' but it had the extra ability that you could perform a 'draw cut' and draw and attack with one action. A cutlass was a fencing weapon, but it got -1 hit +1 dmg. The biggest change was when they added the Zweihander to the heavy weapons, they added that you needed an action to 'reset' the blade after every attack action.

    Grand Lodge

    Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
    0gre wrote:
    Weapons similarity has always been a 'problem'

    Save that I don't see it as a problem as most characters are proficient with groups. Fighters can use about everything, monks can use simple and all monk weapons etc.. Heavy amounts of detail and variety have always been a part of this game. The only real problems were monsters like the badly designed spiked chain which slipped through the cracks. (although that one is fixed now)


    I have never been a fan of the exotic weapon proficiency. Personally I tend to think the XWP was put in place so that players had to pay extra to play with tools that were deemed too powerful to just let them have without some reason. The bastard swrod falls into the category as does the falcata from the APG. Especially the falcata which is a brutal blade used by some of the Celts. I'm using Fursona to make up some characters now and for the concept I am having in my head I may use some of those rules to downgrade that weapon and maybe something I find especially neat in UC for him. Either that or use a warbrand from the one 4 Winds book which made a kind of martial bastard sword.


    1 person marked this as a favorite.
    LazarX wrote:
    Heavy amounts of detail and variety have always been a part of this game.

    In OD&D every weapon deals 1d6 points of damage ... ;-)


    1 person marked this as a favorite.
    LazarX wrote:
    0gre wrote:
    Weapons similarity has always been a 'problem'
    Save that I don't see it as a problem as most characters are proficient with groups. Fighters can use about everything, monks can use simple and all monk weapons etc.. Heavy amounts of detail and variety have always been a part of this game. The only real problems were monsters like the badly designed spiked chain which slipped through the cracks. (although that one is fixed now)

    I think you meant to say "that one is ruined now. It's mechanically inferior to the heavy flail, which is a martial weapon. It was a good weapon before, perhaps marginally more powerful than it needed to be, but certainly not the be-all and end-all of weapons. It was one where you were actually justified in taking the EWP feat, unlike just about any of the others.


    Disciple of Sakura wrote:
    LazarX wrote:
    0gre wrote:
    Weapons similarity has always been a 'problem'
    Save that I don't see it as a problem as most characters are proficient with groups. Fighters can use about everything, monks can use simple and all monk weapons etc.. Heavy amounts of detail and variety have always been a part of this game. The only real problems were monsters like the badly designed spiked chain which slipped through the cracks. (although that one is fixed now)
    I think you meant to say "that one is ruined now. It's mechanically inferior to the heavy flail, which is a martial weapon. It was a good weapon before, perhaps marginally more powerful than it needed to be, but certainly not the be-all and end-all of weapons. It was one where you were actually justified in taking the EWP feat, unlike just about any of the others.

    This. Spiked Chain was very good - FOR SPECIFIC THINGS.

    This is another example of erratic design. First I nerf spiked chain and then introduce falcata. So exotic weapons must be very powerful or not? I don't get it.

    And there are other examples of this (see "nerf metamagic and then have everybody and they grandmother forced to reroll saves").


    1 person marked this as a favorite.
    Blackest Sheep wrote:


    LazarX wrote:

    Heavy amounts of detail and variety have always been a part of this game.

    In OD&D every weapon deals 1d6 points of damage ... ;-)

    Originally they just used the Chainmail combat system. In the "optional" d20 based combat system in Men and Magic they dealt 1d6. Then the Greyhawk supplement came out in 1975 and varied weapon damage.

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