| cranewings |
This is based on some writing by Cereal Killer in another thread. I'm planning on including some weapon customization in my next game. I'd love some peach.
Weapon Building
Material
Work Hardened Bronze and Iron Weapons
The hardness of these weapons is reduced to 5.
Steel Weapons
Proper steel weapons, quench hardened and tempered, have a hardness of 10.
Fine Steel Weapon
Pattern welded steel, produced in the most technologically advanced societies, has a hardness of 15 and grants a +2 bonus on sundering attempts.
Combination Steel
Low and high carbon steel can be combined to create weapons with great durability and sharpness. Often single edged, these weapons can only parry safely by using the sides or back of the blade, keeping the striking surface sharp.
Add +1 Damage. Hardness 15 in hands of proficient user. Gains broken condition when wielded by an untrained warrior.
Elven Steel
These light weight swords are known for speed, though they lack the ability to withstand heavy impact. Add +2 to Initiative. Hardness 5.
Hand Guard
Simple Crossbar
This simple addition makes thrusting safer and more practical. Add +2 Critical Hit Confirmation. Add +2 vs. Disarms.
Basket Hilt
Improved protection at the expense of weight, the basket hilt protects the hand. Add +4 CMD vs. Disarm, +2 Critical Hit Confirmation, Subtract 2 from the fighter’s initiative bonus.
Solid Shield Hilt
The solid shield hilt adds the ultimate hand protection available to the blade. Add +4 CMD vs. Disarm, +2 Critical Hit Confirmation, and add +1 to AC. Subtract 4 from the fighter’s initiative bonus.
Pommel
Light Pommel
The sword has a well designed counter weight, making it easier to maneuver. Add +1 CMB when performing Disarms.
Heavy Pommel
The weight of the sword is pulled back from the tip, making it easier to parry. Add +1 AC.
Weapon Conditions
Master Work
The finest work of the age, master work weapons gain +1 strike, +2 hardness and +10 hitpoints. Master work weapons cost 300 gold more.
Legacy Weapon
A weapon that has been intentionally passed from one man’s hands to another due to age, injury, death, or retirement grants a +2 bonus on Willpower saving throws.
Matched Pair
Two weapons that are forged by the same smith to complement one another, such as a samurai’s daisho, reduces the penalty for fighting with two weapons by 1.
Beautiful
The weapon was crafted to impress. Available only on masterwork weapons, the master smith that forged the weapon went the extra mile artistically, making it obvious to anyone that sees the weapon that its quality is beyond compare. Add +2 on all Intimidation and Diplomacy checks.
Tip Heavy
Weapons designed for the attack, tip heavy weapons deal terrific blows while sacrificing maneuverability. Add +2 damage. Subtract 2 from CMD vs. Disarm. Subtract 1 from AC.
Light Blade
Weapons with a light blade are faster, though they deal much less damage and sacrifice durability. Add +4 to Initiative. Subtract 2 from Hardness and reduce Hitpoints by half (round up). Also, the weapon deals damage as if it were a size category smaller.
Sphen
|
I like this idea a lot. I will pay the ultimate compliment (in my mind). I am going to use it.
One thing I am going to suggest is that to be able to add any customization to any of these weapon additions (even the Weapon Conditions) that it has to be a Master Work Weapon. If it has another Weapon Condition as well, then those benifits replace the Masterwork benifits, but they still have to pay the extra money to start.
| Kaiyanwang |
Another doubt on basket hilt and similar features: Why bonuses on critical hit confirmation?
I like the + 4 CMD vs disarm (fits very well).
As bonus related to hilts I see a bonus when fighting defensively and/or using combat expertise (better AC, and/or less malus) more fitting than a bonus to criticals.
| stringburka |
I'm going to critique this from the perspective of a low-level game, say E6 or the like, because that's where I mostly play. At higher levels, other things will come into play.
Initiative bonuses for weapons are weird, to say the least. It will mean clerics and others will always have such a weapon in their hand, even if they never use it, just to cast spells earlier.
Broken condition seems weird; if it's released, does it lose it again? Does a user have to actually hit something with it to gain the condition?
For elven steel, I'd simply make the weight lower. Both hardness and weight are highly circumstantial factors.
You seem to give a threat confirmation bonus to all kinds of hand guards, which seems weird. For weapons like the long sword, this comes automatically and such is a straight boost to swords, but for a weapon such as a mace, there's no (offensive) benefit to having a hand guard. I pretty much see the basic crossbar as standard to all weapons that usually have one. I could see the basket hilt giving a bonus vs disarm attempts, but I think it's a little too large for a mundane piece of equipment that isn't that hard to craft. A +1 or +2 bonus should be more than enough.
Solid Shield Hilt should probably be the same as buckler + weapon, that is, a -1 penalty on attacks and a +1 shield bonus to AC. Untyped bonuses should very rarely be used. The same goes for heavy hilt; first off, there's no reason to not get it always, so I think a -1 to attacks with it is appropriate there too (due to less force in the blow because of skewed balance) and the bonus should be a shield bonus.
Legacy weapon seems like it should be a magical weapon ability that isn't able to be crafted but rather grows from itself so to speak.
Matched Pair is nice, but should be limited to masterwork weapons, probably with some additional cost.
Beautiful should have a typed bonus, not an untyped one. Also, should probably only work against people who really see it as a status symbol.
Light blade is crazy good. +4 initiative for a rarely-used effect (hardness and hitpoints) and a -1 penalty to damage? Frack yeah!
I'd say make light blade +2 threat confirmation roll and 1/2 weight against those penalties.
| cranewings |
Another doubt on basket hilt and similar features: Why bonuses on critical hit confirmation?
I like the + 4 CMD vs disarm (fits very well).
As bonus related to hilts I see a bonus when fighting defensively and/or using combat expertise (better AC, and/or less malus) more fitting than a bonus to criticals.
Thanks. I still working out the kinks. I actually worked on it for a while after I posted this.
The bonus to critical hit confirmation is strictly going to go to weapons that do piercing damage. I'd like to think of some benefits that are unique to bludgeoning and slashing as well.
The bonus to CMD vs. Disarm is designed with the idea in mind that if you take the guard, and then your attacker is using the heavy pommel which doesn't give a bonus to disarm, you get the standard -4 penalty to disarm (replacing the already existent bonus. I'm going to give some more blanket modifiers in place of assumed ones. For example, all blades of size small or smaller are going to gain the resistance to disarm.
| Kierato |
I like you system.
I had a somewhat similar concept in an rpg I was making. In it, you chose the weapon proficiency (simple, martial, exotic), handedness (light, one-handed, two-handed), and damage type (piercing, slashing, bludgeoning). You also choose one to three benefits, based handedness and proficiency, such as thrown, high crit, rending (greater crit multiplier), etc.
| cranewings |
I'm going to critique this from the perspective of a low-level game, say E6 or the like, because that's where I mostly play. At higher levels, other things will come into play.
Awesome, because I just ended my game tonight and we are making characters for e6 next week.
Initiative bonuses for weapons are weird, to say the least. It will mean clerics and others will always have such a weapon in their hand, even if they never use it, just to cast spells earlier.
I have my players keep the same initiative throughout combat, but I'll move them up and down on my counter depending on what they are doing. The initiative modifier only applies on rounds they are using the weapon. I came up in 2e with weapon speeds, so it doesn't bother me.
Broken condition seems weird; if it's released, does it lose it again? Does a user have to actually hit something with it to gain the condition?
I am going to rephrase it to say that it gains the broken condition when used full contact against steel by an untrained warrior.
For elven steel, I'd simply make the weight lower. Both hardness and weight are highly circumstantial factors.
I like lowering hardness. It gives the dwarves something to laugh at and I think making sundering easier is funny.
You seem to give a threat confirmation bonus to all kinds of hand guards, which seems weird. For weapons like the long sword, this comes automatically and such is a straight boost to swords, but for a weapon such as a mace, there's no (offensive) benefit to having a hand guard. I pretty much see the basic crossbar as standard to all weapons that usually have one. I could see the basket hilt giving a bonus vs disarm attempts, but I think it's a little too large for a mundane piece of equipment that isn't that hard to craft. A +1 or +2 bonus should be more than enough.
I agree mostly. I do want these weapon rules to overrule the normal -4 to disarming that is in the rules, so they need to be complete. Most of the time, a person using a mace, for example, is using it (in real life) to hurt people in heavy armor. Such a person is probably, if lucky, wearing a heavy gauntlet which can also give a disarm prevention bonus. I need to put that in.
Solid Shield Hilt should probably be the same as buckler + weapon, that is, a -1 penalty on attacks and a +1 shield bonus to AC. Untyped bonuses should very rarely be used. The same goes for heavy hilt; first off, there's no reason to not get it always, so I think a -1 to attacks with it is appropriate there too (due to less force in the blow because of skewed balance) and the bonus should be a shield bonus.
Don't you think the huge -4 to initiative is a drawback?
Legacy weapon seems like it should be a magical weapon ability that isn't able to be crafted but rather grows from itself so to speak.
It basically is.
Matched Pair is nice, but should be limited to masterwork weapons, probably with some additional cost.
Good call.
Beautiful should have a typed bonus, not an untyped one. Also, should probably only work against people who really see it as a status symbol.
Light blade is crazy good....
I like light blade.
| cranewings |
I like you system.
I had a somewhat similar concept in an rpg I was making. In it, you chose the weapon proficiency (simple, martial, exotic), handedness (light, one-handed, two-handed), and damage type (piercing, slashing, bludgeoning). You also choose one to three benefits, based handedness and proficiency, such as thrown, high crit, rending (greater crit multiplier), etc.
Any ideas for some give and take modifiers? Imagine the weapons as written are perfectly balanced and anything I give them takes something away.
| cranewings |
I like this idea a lot. I will pay the ultimate compliment (in my mind). I am going to use it.
One thing I am going to suggest is that to be able to add any customization to any of these weapon additions (even the Weapon Conditions) that it has to be a Master Work Weapon. If it has another Weapon Condition as well, then those benifits replace the Masterwork benifits, but they still have to pay the extra money to start.
Thanks!
| X-lurks |
Weapon Building
Work Hardened Bronze and Iron Weapons: Hardness should be 8 (stone) or 9 (between stone and steel)
Steel Weapons: As is
Fine Steel Weapon: Hardness should be about 12, and it should ignore 2 points of hardness/do +2 damage when sundering rather than making you better at connecting with a sunder.
Combination Steel: No idea what the real world equivalent of this is (if any), but this is the best normal material so far. I hope it's really expensive.
Elven Steel: I echo the hesitance to give an initiative bonus. Maybe give it a +2 to +4 to CMD when resisting sunder attempts and keep the hardness of normal steel
Simple Crossbar: Aren't these standard issue? If so, does everyone get the +2 bonuses?
Basket Hilt: What's the "fighter's initiative bonus"? Bravery? Are they the only class penalized by custom weapons? Maybe give the cross bar the +2 v. disarm and the basket +2 to crit confirmation.
Solid Shield Hilt: This is just getting ridiculous
Pommel
Light Pommel: this is the sort of bonus these things should be giving: +1 to a situational condition.
Heavy Pommel: + Solid shield hilt = +2 AC? Does it stack for two weapon fighting? with a shield? regarless, too much.
Master Work: As is
Legacy Weapon: This is most of a feat...
Matched Pair: An interesting option, but effectively +1 to hit which is already present with masterwork. Also, there's no real basis for this - creating the wepaons together doesn't actually change them
Beautiful: Drop it to a +1 bonus to one of the skills (chosen when created) and this is more reasonable.
Tip Heavy & Light Blade: I'd say get rid of thses
| cranewings |
Thanks for the latest replies. I've taken a lot of what you all said into account. I've also written more material, so there is more to peach. Thank you.
Weapon Building
Material
Work Hardened Bronze and Iron Weapons
The hardness of these weapons is reduced to 8.
Steel Weapons
Proper steel weapons, quench hardened and tempered, have a hardness of 10.
Fine Steel Weapon
Pattern welded steel, produced in the most technologically advanced societies, has a hardness of 12 and grants a +2 bonus to damage on sundering attempts.
Combination Steel
Low and high carbon steel can be combined to create weapons with great durability and sharpness. Often single edged, these weapons can only parry safely by using the sides or back of the blade, keeping the striking surface sharp.
Add +1 Damage. Hardness 12 in hands of proficient user. Gains the broken condition permanently when struck against fine or combination steel another by an untrained warrior.
Elven Steel
These light weight swords are known for speed, though they lack the ability to withstand heavy impact. Add +2 to Initiative. Hardness 8. Reduce weight by half.
Hand Guard
Simple Crossbar
This simple addition makes thrusting safer and more practical. Add +2 Critical Hit Confirmation when dealing piercing damage. Add +2 CMD vs. Disarms.
Basket Hilt
Improved protection at the expense of weight, the basket hilt protects the hand. Add +4 CMD vs. Disarm, +2 Critical Hit Confirmation when dealing piercing damage, Subtract 2 from the fighter’s initiative bonus.
Solid Shield Hilt
The solid shield hilt adds the ultimate hand protection available to the blade. Add +4 CMD vs. Disarm, +2 Critical Hit Confirmation when dealing piercing damage, and add +1 to AC. Subtract 4 from the fighter’s initiative bonus.
Pommel
Light Pommel
The sword has a well designed counter weight, making it easier to maneuver. Add +2 CMB when performing Disarms.
Heavy Pommel
The weight of the sword is pulled back from the tip, making it easier to parry. Add +1 AC.
Weapon Conditions
Master Work
The finest work of the age, master work weapons gain +1 strike, +2 hardness and +10 hitpoints. Master work weapons cost 300 gold more.
Legacy Weapon
A weapon that has been intentionally passed from one man’s hands to another due to age, injury, death, or retirement grants a +2 bonus on Willpower saving throws.
Matched Pair
Two weapons that are forged by the same smith to complement one another, such as a samurai’s daisho, reduces the penalty for fighting with two weapons by 1. This condition can only be added to master work weapons, and costs 300 gold per blade.
Beautiful
The weapon was crafted to impress. Available only on masterwork weapons, the master smith that forged the weapon went the extra mile artistically, making it obvious to anyone that sees the weapon that its quality is beyond compare. Add +2 on all Intimidation and Diplomacy checks. This condition can only be added to master work weapons, and costs 300 gold.
Slashing Modifications
Razor Like
The blade is specially designed for cutting unarmored and lightly armored targets. It gains a +2 bonus to damage. Against enemies in heavy (steel) armor, the warrior takes a -4 penalty to strike.
Armor Piercing
The blade gains the ability to deal piercing damage. Add +2 to strike enemies in armor. Such a weapon deals damage as if it were one size category smaller.
Calvary Sword
Often combined with armor piercing, the sword is very heavy with a reinforced design. Considered unfit for delicate swordsmanship, it is usually used from horseback.
The sword deals damage as if one size category larger. It gains a +2 bonus to hardness and 5 additional hit points. The sword suffers a -4 penalty to initiative and a -2 to strike when used by infantry. Infantry wielding this sword may not make attacks of opportunity.
Tip Heavy
Weapons designed for the attack, tip heavy weapons deal terrific blows while sacrificing maneuverability. Add +2 damage. Subtract 2 from CMD vs. Disarm. Subtract 1 from AC.
Piercing Modifications
Hilts
It is important to select a hilt from the previous section as piercing weapons gain the most benefit from having one.
Reinforced Calvary Sword
This weapon deals double damage on a cavalry charge. It gains a +2 bonus to hardness and 5 additional hit points. The sword suffers a -4 penalty to initiative and a -2 to strike when used by infantry. Infantry wielding this sword may not make attacks of opportunity.
Nimble Weapon
The weapon can be used as if it has a five foot longer reach, but doesn’t incur a penalty at its normal range. These weapons are not considered robust, suffering one of two penalties: either the critical hit range must be reduced by one, or the weapon deals damage as if a size category smaller.
Armor Piercing
A thrusting weapon can be designed and reinforced to penetrate armor. Such a weapon gains a +2 bonus against armored opponents but reduces its critical hit multiplier by 1.
Bludgeoning Weapons
Flanged
A mace or flail can be constructed with ridges or spikes which aid in penetrating even the heaviest armor. Such a weapon gains a +2 bonus against armored opponents but reduces its critical hit multiplier by 1.
Cavalry Mace
Often combined with armor piercing, the mace is very heavy with a reinforced design. Considered unfit for delicate swordsmanship, it is usually used from horseback.
The mace deals damage as if one size category larger. It gains a +2 bonus to hardness and 5 additional hit points. The mace suffers a -4 penalty to initiative and a -2 to strike when used by infantry. Infantry wielding this mace may not make attacks of opportunity.
Heavy
Many bludgeoning tools, thanks to their weight, are perfect for smashing your opponent’s equipment. Such weapons suffer a -2 penalty to their initiative. In return, they gain a +2 to damage when sundering. If the bludgeoning tool is a hammer, the damage bonus increases to +4.
Freedom of Motion
One advantage of many blunt objects is that they can be used to strike from any angle. Such weapons are permitted to make one additional attack of opportunity per round. This modifier doesn’t have a penalty, though it can’t be applied to hammers or flails.
| cranewings |
Any listing for Wood or Bone.
That's a good point. Any suggestions? Iron wood long sword? Dragon femur mace?
There are a lot of wooden weapons in the book already. I feel like the only point of adding them here would be to make magically crafted or odd variations on normally metal weapons.
A bone sword would be pretty cool. I don't know how you would make it, sense bones are full a marrow and not usually thick enough to make a sword... but there are things you could make.
Sphen
|
A particularly large creature would be able to have a big enough bone that you could break it apart and sharpen it.
Or a fozziled bone would also work, though it would literaly be the same as a stone weapon.
A rapier or other piercing weapon would not have this difficultly as all you'd need would be some pointy bones.
Svipdag
|
Runequest had some interesting modifications for weapons. Roughly interpreting the rules system these would work as follows.
Banded: adds +1 to damage and HP, increased weight.
Collapsible (like the Kurgan's sword in Highlander): -1 Hardness and HP
Envenomed, delivers poison without requiring application, -2 Hardness and HP
Hooked: -1 to hit and -1 damage, but increased critical confirmation +4
Lightened: reduced weight, -2 Hardness and HP. +1 to hit
Reinforced: +2 Hardness and +3 HP, slower -1 to hit
Serrated: -1 Hardness, +1 damage, 1 point Bleed on critical.
Spiked: +2 damage, heavier -1 to hit.
When you look at the way feats work and other game mechanics typical mods might work like combat expertise or power attack, trading to hit for bonuses to AC or damage.
As for materials they list Bone, Steel, Gold, Coral and Stone. These normally have a mod to Hardness, weight and HP.
Blades from the Past in Kobold Quarterly 14 has some interesting special qualities for weapons like defensive, resilient and sundering.