Archaic and Special abilities


Rules Questions


Due to the wording of the archaic ability(mostly "Archaic weapons are made of primitive materials such as wood or common steel." ), does that mean that if a normally archaic weapon(kish axe, club, etc) is made from a special material, most likely a starmetal, that it would no longer be archaic?

Asking mainly for society use, but it'd be good to know regardless.


That would make sense but the raw leans more heavily towards no.

None of the starmetals say they take the archaic property off of a weapon

Archaic as a property seems stuck on the weapon not the material.


By the same RAW, if you have a tribe of semi-intelligent nomads that are using tactical spears to hunt wild animals, their tactical spears also wouldn't have the archaic property no matter that they are being crafted from wood, and flint.

Kinda silly, but I actually don't like the archaic property to begin with.


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breithauptclan wrote:

By the same RAW, if you have a tribe of semi-intelligent nomads that are using tactical spears to hunt wild animals, their tactical spears also wouldn't have the archaic property no matter that they are being crafted from wood, and flint.

Kinda silly, but I actually don't like the archaic property to begin with.

They wouldn't be making tactical spears, they'd be making spears, traditional or something thereabouts.

Sczarni

For my AP group playing Kish, I came up with a houserule that you could spend +10% the cost of a weapon to remove the archaic quality (similar to how you upgrade archaic armor). That seems to put the otherwise low cost of such weapons in line with similar items.

But that's homebrew. For Society, I can't think of any current way to remove the archaic quality from a weapon. Maybe the the new book coming out in August will have something.


You can use the raw lethality gear boost from soldier to get rid of archaic.


BigNorseWolf wrote:
breithauptclan wrote:

By the same RAW, if you have a tribe of semi-intelligent nomads that are using tactical spears to hunt wild animals, their tactical spears also wouldn't have the archaic property no matter that they are being crafted from wood, and flint.

Kinda silly, but I actually don't like the archaic property to begin with.

They wouldn't be making tactical spears, they'd be making spears, traditional or something thereabouts.

I'm not seeing traditional spears in the CRB. In fact, all I am finding with archaic property is unarmed strike and club. I may be missing some. I didn't do an exhaustive search.

So I see two ways of handling this, depending on the game in question.

For games where the difference in power level is important, I would need to houserule in archaic versions of all the weapons that these primitive societies would be using; traditional spears, slings, pitchforks, bronze short swords, or whatever else they have.

For games where it is not important, I could just houserule out the archaic property in general.

I would expect society play to do the first. For any adventures that are interacting with primitive societies, the adventure rules would include weapons with the archaic property specifically for those societies.


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breithauptclan wrote:


I'm not seeing traditional spears in the CRB. In fact, all I am finding with archaic property is unarmed strike and club. I may be missing some. I didn't do an exhaustive search.

Archaic

This weapon deals 5 fewer damage unless the target is wearing no armor or archaic armor. Archaic weapons are made of primitive materials such as wood or common steel.

The tactical spear described in the core rulebook would not be the weapon made by semi intelligent hunter gatherers. The tactical spear is made of high tech materials of at least high carbon steel or probably something better like tungsten. An olde fashioned sharp rock or sharp spike on a stick isn't in the core rulebook, it would be a separate item.

Spears come in many varieties. Buzzblade spears vibrate at high frequency. Zero-edge spears employ quantum manufacturing to hone an edge so fine that it seems indistinct. The gravity spear uses a tiny gravity field generator to accelerate the weapon at the moment of impact.

Quote:


I would expect society play to do the first. For any adventures that are interacting with primitive societies, the adventure rules would include weapons with the archaic property specifically for those societies.

One adventure had people (that you don't usually fight) equipped with semi archaic weapons that only took 2 or 3 points off the hit instead of 5. Because they were old fashioned but really good old fashioned...

But for society play, raw lethality is currently the only way I know to make an archaic weapon viable.

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