Weapons Guidelines, Part 1

I remember posting a bit about this to rec.games.frp.dnd, but don’t remember if I included the bits about weapon reach.  This article is a first cut of recapturing that post, with some additional  information.  The rules are generally complete, but some of the weapon modeling needs some adjustment.

The model is not a perfect match to the existing weapons charts. Spears, for example, are unusually good by these guidelines (going from simple to martial use increases base damage, critical multiplier, and makes them throwable (unless they start off considered throwable, which already puts them better than other weapons), and I’m inclined to consider them ‘bastard’ weapons in that with proper proficiency they can be used one-handed instead of two-handed).

On the other hand, some weapons simply are better than others. Maybe I should just let it go and let them deviate from the model.

This article is concerned only with common melee weapons. Missile weapons will be discussed another time, as will some of the more unusual melee weapons (such as whips, shields, and spiked armor, all of which might be better treated as something other than weapons).

Weapon Proficiency

Weapons are no longer divided into ‘simple’, ‘martial’, and ‘exotic’ categories. In my own experience fencing and discussion with experienced martial artists, items of similar shape, nature, and size can be used more or less the same way, if in a limited manner, with the real differences coming about when specifically trained and skilled with the nuances of the various weapons. That is, swords weighing three pounds tend to be more or less interchangeable as long as they are not fundamentally different (such as having only a point and no edge, though I would consider that just an odd metal spear) – a rapier (yes, they have edges), sabre, and longsword can be used to limited effect more or less the same way. In the hands of someone actually and specifically trained they may be different, but at a basic level they are more or less equivalent.

What this amounts to is that weapons will still be categorized by size, but their characteristics are governed more by how they are used than what they are. The core weapon proficiency feats are replaced with the feats below. These feats have been backported from Echelon talents to suit D&D 3.x, and replace the Exotic Weapon Proficiency, Weapon Focus and Weapon Specialization feats.

Basic Weapon Use

Benefit: You can use weapons with no proficiency penalty, in a simple manner as described below.

Note: This replaces the Simple Weapon Proficiency feat.

Martial Weapon Use

Benefit: Choose a weapon group such as swords, axes, or spears. You are trained in the nuances of each and can use them to their normal effect as described for each weapon.

Note: This replaces the Martial Weapon Proficiency feat.

Expert Combat Style

Prerequisite: BAB +1, Martial Weapon Use.

Benefit: Choose a combat style using weapons with which you are martially proficient. When fighting with this style you can apply the style’s benefits (such as increased damage, critical threat range, extended reach options, and so on) to attacks made with the style’s weapons with which you are martially proficient.

Note: You can take this feat more than once, choosing a different combat style each time.

Heroic Combat Style

Prerequisite: BAB +4, Expert Combat Style, Martial Weapon Use

Benefit: Choose a combat style you have focus with. You gain the second tier of benefits associated with the chosen combat style.

Note: You can take this feat more than once, choosing a different combat style each time.

Master Combat Style

Prerequisite: BAB +8, Heroic Combat Style, Martial Weapon Use

Benefit: Choose a combat style you have specialization with. You gain the third tier of benefits associated with the chosen combat style.

Note: You can take this feat more than once, choosing a different combat style each time.

Champion Combat Style

Prerequisite: BAB +12, Master Combat Style, Martial Weapon Use

Benefit: Choose a combat style you have specialization with. You gain the fourth tier of benefits associated with the chosen combat style.

Note: You can take this feat more than once, choosing a different combat style each time.

Legendary Combat Style

Prerequisite: BAB +16, Champion Combat Style, Martial Weapon Use

Benefit: Choose a combat style you have specialization with. You gain the fifth tier of benefits associated with the chosen combat style.

Note: You can take this feat more than once, choosing a different combat style each time.

Simple Weapon Use

Melee weapon use and effects are largely based on weapon size and weight and modified by user training (as represented by the feats above). Even with higher levels of proficiency, a character may choose to use a weapon as with lesser proficiency (such as using a short sword as a one-handed weapon rather than a light weapon) without penalty.

For medium creatures without natural reach, light weapons are usable only in the same square. They may be used defensively (as with Two-Weapon Defense) or after having closed with the opponent. Many may be thrown. Some blunt Light weapons do only nonlethal damage with basic weapon use.

Two-handed weapons often have reach. I’m treating this as a breakeven ability because it generally means it cannot be used against opponents in adjacent squares, nor opponents in the same square.

Double weapons count as two improvements.

Weapon ClassBase DamageStr Mod to DamageAttack Modifier AbilityReach Adjustment
Light Weaponsd4x1/2, one-handed onlyDexterity-5 ft.
One-Handed Weaponsd6x1Strength+0 ft.
Two-Handed Weaponsd8x1.5Strength+0′

Martial Weapon Use

Martial weapon use gives you improvements to the effects of a weapon. These usually bring the weapon into line with the statistics presented in the RSRD. The specific effects vary by weapon, and will be shown in the table below. In most cases you get two improvements, I am inclined to give two-handed weapons three improvements.

Combat Style

Combat Styles often apply to only a single weapon type, or a group of related weapons. For the sake of simplicity, the same effects are generally applied to all weapons associated with the combat style.

Weapon Tables

Some of the weapons don’t quite align with the guidelines described above. They could stand a little adjustment, either up or down as indicated in the ‘Modifier’ column. Those weapons marked ‘Low’ could use an improvement, those marked ‘High’ might be better served by putting off one of their improvements (such as reducing the heavy pick to x3 critical multiplier until a suitable combat style is taken), possibly by raising their basic use characteristics (such as giving a heavy pick a x3 critical multiplier with simple use), or applying a penalty or restriction of some sort.

Light Weapons

WeaponSimple DamageSimple CriticalMartial DamageMartial CriticalNotesModifier
Axe, throwing1d420/x21d620/x2Throwable 10′ RI 
Dagger1d420/x21d419-20/x2Throwable 10′ RI 
Dagger, punching1d420/x21d420/x3 Low
Flail, light1d420/x21d620/x2Disarming, aka ‘Nunchaku’ 
Hammer, light1d420/x21d420/x2Throwable 20′ RI 
Handaxe1d420/x21d620/x3  
Kukri1d420/x21d418-20/x2  
Mace, light1d420/x21d620/x2 Low
Pick, light1d420/x21d420/x4 High
Sai1d420/x21d420/x2Throwable 10′ RI, Disarming +4High
Sap1d420/x21d620/x2Nonlethal 
Siangham1d420/x21d620/x2 Low
Sickle1d420/x21d620/x2Tripping, aka ‘Kama’ 

One-handed Weapons

WeaponSimple DamageSimple CriticalMartial DamageMartial CriticalNotesModifier
Battleaxe1d620/x21d820/x3  
Club1d620/x21d620/x2Throwable 10′ RILow
Flail1d620/x21d820/x2Disarming, trippingHigh
Longsword1d620/x21d819-20/x2  
Mace, heavy1d620/x21d820/x2 Low
Morningstar1d620/x21d820/x2 Low
Pick, heavy1d620/x21d620/x4 High
Rapier1d620/x21d618-20/x2Finesse, Flimsy 
Scimitar1d620/x21d618-20/x2  
Shortspear1d620/x21d620/x2Throwable 20′ RI 
Sword, Short1d620/x21d619-20/x2Semi-light 
Trident1d620/x21d820/x3Ready, Throwable 10′ RIVery High
Warhammer1d620/x21d820/x3  

Two-handed Weapons

WeaponSimple DamageSimple CriticalMartial DamageMartial CriticalNotesModifier
Axe, orc double1d820/x21d8/1d820/x3Double weapon 
Chain, spiked1d820/x21d8/1d820/x2Reach, Close, Double weapon, Tripping, FinesseVery High
Falchion1d820/x21d818-20/x2 Low
Flail, Dire1d820/x21d8/1d820/x2Double weapon, Disarming, TrippingHigh
Flail, heavy1d820/x21d1019-20/x2Disarming, trippingHigh
Glaive1d820/x21d1020/x3Reach 
Greataxe1d820/x21d1220/x3  
Greatclub1d820/x21d1020/x2 Very Low
Greatsword1d820/x21d1219-20/x2  
Guisarme1d820/x21d820/x3Reach, trippingLow
Halberd1d820/x21d1020/x3Ready, TrippingHigh
Hammer, gnome hooked1d820/x21d8/1d6x3/x4Double weapon, TrippingHigh
Lance1d820/x21d820/x3Reach, Charging, Bastard 
Longspear1d820/x21d1020/x3Reach, Ready 
Quarterstaff1d620/x21d6/1d620/x2Close, Double weapon, Tripping, Low Base Damage 
Ranseur1d820/x21d820/x3Reach, DisarmingLow
Scythe1d820/x21d820/x4TrippingHigh
Spear1d820/x21d820/x3Ready, Throwable 10′ RI, bastardHigh
Sword, bastard1d820/x21d1019-20/x2Bastard 
Sword, two-bladed1d820/x21d8/1d819-20/x2Double weapon 
Urgrosh, dwarven1d820/x21d8/1d620/x3Double weapon, ReadyHigh
Waraxe, dwarven1d820/x21d1020/x3Bastard 

Weapon Qualities

The tables above note a number of weapon qualities. These weapon qualities are described below.

QualityDescription
BastardTwo-handed weapon usable one-handed with proper training.
CloseMay be used against targets closer than normal. Most reach weapons may not be used against adjacent targets. Some non-light weapons may be used against immediate (same square) opponents without penalty.
Disarming+2 bonus to disarm checks.
Disarming +4+4 bonus to disarm checks. Counts as two improvements.
Double weaponBoth ends may be used. Counts as two qualities
FinesseMay use Dexterity instead of Strength for attack bonus.
FlimsyMay not use two hands for additional damage. This counts as a negative improvement.
Low Base DamageThe weapon does lower than normal base damage. This counts as a negative improvement.
NonlethalWeapon does nonlethal damage. Breakeven ability since such weapons are usually chosen for this quality, despite being weaker.
ReachCan attack opponents 10′ away, rather than just adjacent opponents. Usually cannot attack adjacent opponents.
ReadyCan ready an attack against a charging opponent. If successful, does double damage.
Semi-light(Needs a better name) One-handed weapon usable as a light weapon if desired, with normal limitation (reduced Str modifier to damage, etc.).
ThrowableMay be thrown, not just used in melee. Costs one slot per 10′ of range increment.
Throwable onlyMay be thrown, not just used in melee. Costs one slot per 10′ of range increment, less one for not being usable in melee.
Tripping+2 bonus to trip checks.

3 Comments

  1. hadsil

    Given in Echelon you have more feat slots than 3E because “everything” is a feat and these rules, hypothetically if I were to play in a game with this I like it. It would take a little time to be acclimated, but the concept isn’t rubbing me the wrong way. :)

  2. Echelon goes even further, these feats are toned down quite a bit. In Echelon you don’t need to take Master Combat Style to take Champion Combat Style, Champion Combat Style includes Master Combat Style. If you didn’t previously have Master Combat Style it doesn’t matter. If you previously had Master Combat Style you can backfill the slot.

    Right now it looks like at 20th level you can expect to have fifty slots to fill, all told. These cover core abilities (spellcasting power, base combat bonus), ‘class abilities’ (channel divine power, rage), skills (which often incorporate combat feats; Echelon doesn’t bother with skill ranks any more), and so on.

    In Echelon you can have up to ten slots in each tier, and it should take on the order of 4-6 to fully round out a major ability. For instance, a ‘legendary swordsman’ would top out his attack bonus (two slots), at least one sword-based combat style (another slot), possibly some ‘martial adept’ stuff (similar to Bo9S), and we’re at four slots. He probably also wants to crank one or both of Strength and/or Dex, possibly bring up his Fortitude and/or Reflex saves, and we’re at eight — but he’s gone beyond focusing on a single core ability.

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