| Rynjin |
| LurkingEye |
I saw that Rynjin.
Pg 140 of the CRB has a 'Simple, Martial, Exotic weapons' section which is bolded but fails to define what any of them are.
I understand that any weapon with the word Exotic on a weapon list is exotic. What makes it so.
trying to define it.
I don't believe its defined anywhere and am double checking here because the people on this board are amazing and helpful.
I appreciate the help Rynjin.
| lemeres |
| 1 person marked this as a favorite. |
Simple, Martial, and Exotic Weapons
Most character classes are proficient with all simple weapons. Combat-oriented classes such as barbarians, cavaliers, and fighters are proficient with all simple and all martial weapons. Characters of other classes are proficient with an assortment of simple weapons and possibly some martial or even exotic weapons. All characters are proficient with unarmed strikes and any natural weapons they gain from their race. A character who uses a weapon with which he is not proficient takes a –4 penalty on attack rolls with that weapon.
That explains the general principles of teh types.
If you are looking for an exact definition...not sure if there is one, but there are various implications of them
A bastard sword is about 4 feet in length, making it too large to use in one hand without special training; thus, it is an exotic weapon.
The fauchard is more awkward to utilize than a glaive (and as such is an exotic weapon)
Generally speaking, exotic weapons are 'weird', and thus they need special training to use.
...still not satisfied? ...you want an exact mechanical definition? ..ok...
I vaguely remember a dev mentioning it is a 'point' thing when they are designing them, generally (I am sure there are plenty of exceptions). Simple weapons have 1 point, martial weapons have 2 points, and exotic weapons have 3.
These points give it qualities beyond the 'standard' of weapons of that handedness. This could be a special quality (like trip), an increase in damage dice, or an increase in critical range/threat.
So lets compare some things. Lets look at the long sword and scimitar- both are 1 handed weapons. From what I can tell (and don't quote me on this, this is me working backwards from a half remembered comment), the base of 1 handed weapon would be 1d6 20/x2 (club basically- I am pretty sure it spends its point on the ability to be thrown).
A longsword spends its 2 points increasing the damage dice by one step (d6->d8) and increasing threat range to 19-20. Scimitar spends both points to bring threat range to 18-20.
And lets take this to new places and look at great sword. From my guess (looking at simple weapons), the 2 handed weapon base is 1d8, 20/x2. So greatsword does just like longsword (1d8->2d6, 20/x2-> 19-20/x2).
And lets look at falcata, a 1 handed exotic weapon (3 pts). It increases its damage dice (1d6->1d8), its threat range (20->19-20), and its critical multiplier (x2->x3).
Kukri (light, martial). Base- 1d4, 20/x2. Both points put into threat range increase (20->18-20)
And you can also use it to make things that suck: Lets look at exotic weapons (since there are a large number of weapons there that use the system in this way). Lets take the Kama- exotic light wepaon (3 pts). It spends those on a dice increase (d4->d6), the monk property, and the trip property. Thus, you end up with a weapon which only benefits a very specific build on a specific class, and you need to spend a feat to accomplish this (and the class it was made for can't take this feat until level 3). Thus you can begin to see the problem with most exotic weapons- spending their points in ways that most people don't care about)
Now, obviously, the devs don't stick to all this religiously. Some items just need sticking somewhere for reasons (I am vaguely sure that daggers might be 2 or more points...but they fill a niche for simple weapons; also long spears, cause they seem to have SOME mercy), and some abilities are weird. But this generally seems to be how it works.
So if you want to make your own weapons, keep these ideas in mind.