Having recently come across the changes to the use of weapons with trip etc in the FAQ - FAQ Page - first post under "Gear and Magic Items" and and the Blog Blog.
I find that I disagree with the new rules to such a degree that I'm going to have to homebrew a set instead. I use the Core Rule book at the moment though I dip into APG for occasional rules.
I'm working from the following premises:
A Trip can be made either armed or unarmed (Leg Sweep or such).
Trip Weapons should give a positive advantage to the attempt.
As per the present FAQ the only difference between tripping someone with a scythe and a punching dagger is you can drop the scythe if you fail the attempt by 10 or more. Whilst not expecting realism, the mental hijinks I have to go through to rationalise a dagger trip, are just too extreme; especially to make it as easy and as effective as a big hook on a handle.
I've thought about allowing all weapons but at non-proficient if non-trip; But - if you were to exclude daggers etc how would you do it - all light weapons? What about the hand axe or pick? You see the dilemma!
Does anyone have any play tested house rules for trip weapons? At present I'm leaning towards the original "only Trip weapons and unarmed can Trip" as being the easiest to play.
Cheers
The Count