Weapons for an RPG


Other RPGs


I have a fairly universal RPG coming up, and I'd like to ask what melee weapons and polearms people think I should include. Here's what I've got so far.

Sidearms:
Truncheon
Hatchet
Knife
Work hammer
Dagger
Combat knife
Tanto
Pugio
Throwing knife
Tecpatl

Light one-handers:
Light mace
War hatchet
Machete
Light hammer
Short sword
Cutlass
Smallsword
Wakizashi
Gladius
Xiphos
Javelin
Pilum
Tomahawk

One-handers:
Cudgel
War axe
Messer
Warhammer
Arming sword
Sabre
Rapier
Kodachi
Spatha
Kopis
Khopesh
Throwing spear (Note: This is specifically a larger throwing spear, like an assegai.)
Macuahuitl
Shotel

Hand and a half:
Mace
Short spear
Field axe
Kriegmesser
Battle hammer
Longsword
Scimitar
Katana
Quarterstaff (Note: Worst weapon in the entire game.)
Tepoztopilli

Light two-handers:
Heavy club
Battle axe
Maul
Claymore
Nodachi
Halberd
Naginata
Su Yari

Two-handers:
Heavy mace
Long spear
Heavy axe
Sledgehammer
Zweihander
Odachi
Glaive
Omi Yari

Great weapons:
Great club
Kanabo
Pike
Great axe
Great hammer
Greatsword
Zanbatou
Nagae Yari


It's occurred to me that since I have a few improvised weapons on the list (several of the axes, several of the hammers, the knife and the machete) there'd be no harm in adding a few more. Starting with a crowbar, obviously, because they're about the most effective improvised weapon there is. (Seriously. Heavy enough to make a good club, light enough to actually use, good leverage due to the claw, sturdier than many *dedicated* weapons, and the claw focuses the damage well while allowing it to both be a solid blunt and puncturing weapon.) Adding in a shovel would also be a good idea, as would be a meat cleaver and a straight razor. If anybody would like to pitch in, maybe suggest an item or two that makes a good improvised weapon, I'd be glad to add them.

The only conditions are that they can't just be an improvised version of a weapon already on the list (no baseball bat because it's just an improvised heavy club, and no metal pipe because it's just an improvised light mace or cudgel) and it has to actually be sturdy enough to work for more than two seconds without breaking (so no golf club or pool cue).


If you are going for universal, do you need to stat up multiple similiar weapons? Do your system mechanics need to distinguish a gladius, shortsword and gladius? The answer to that will make a huge difference on how to answer this.


Java Man wrote:
If you are going for universal, do you need to stat up multiple similiar weapons? Do your system mechanics need to distinguish a gladius, shortsword and gladius? The answer to that will make a huge difference on how to answer this.

Yes, I actually do. All of these are considerably different from eachother, even if they don't look it. The short sword, gladius and xiphos appear similar, but the gladius is specialized to the thrust, the xiphos to the swing, and the short sword is good for both. In addition, the gladius is less effective defensively while the xiphos has shorter reach, which counteract their greater overall offensive power.

If they are on the list, they are different from the other things on the list.

Also: Since this thread went up, I have swapped out "truncheon" for "burda", changed the name of "cudgel" to "war club", changed "mace" to "heavy mace", swapped out the old "heavy mace" for "morning star", changed "knife" to "fighting knife", moved "rapier" to "one hand light" and "smallsword" to "sidearm", and added "kukri", "shovel", "crowbar", "khopesh", "shotel" and six different weights each of "buckler", "small shield", "large shield", "tower shield" and "great shield".

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