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Matthew
2007-01-12, 07:59 PM
Any and all feedback welcome.

{table="head"] Simple Weapons | Cost | One Handed | Two Handed | Critical Range | Range Increment | Weight | Damage Type
Unarmed Attacks
Gauntlet | 5 | 1D3 | 1D4 | x2 | — | 1 lb. | Bludgeoning
Unarmed strike | — | 1D3 | 1D4 | x2 | — | — | Bludgeoning
Light Melee Weapons
Club, Light | — | 1D4 | 1D6 | x2 | — | 2 lb. | Bludgeoning
Dagger | 10 | 1D4 | 1D6 | 19–20/x2 | 10 ft. | 1 lb. | Piercing or Slashing
Mace, Light | 5 | 1D6 | 1D8 | x2 | — | 3 lb. | Bludgeoning
Light Ranged Weapons
Club, throwing | — | 1D4 | 1D6 | x2 | 10 ft.| 2 lb. | Bludgeoning
Dart (12) | 5 | 1D4 | — | x2 | 15 ft. | 6 lb.| Piercing
Stone | — | 1D4 | 1D6 | x2 | 10 ft. | 1 lb. | Bludgeoning
One Handed Melee Weapons
Club, Heavy | — | 1D6 | 1D8 | x2 | — | 4 lb. | Bludgeoning
Mace, Heavy | 10 | 1D8 | 1D10 | x2 | — | 6 lb. | Bludgeoning
One Handed Ranged Weapons
Javelin | 5 | 1D6 | 1D8 | x2 | 30 ft. | 2 lb. | Piercing
Sling | 1 | 1D4 | 1D6 | x2 | 60 ft. | 0 lb. | Bludgeoning
Bullets (24) | 1 | 1D4 | — | — | — | 4 lb. | —
Two Handed Melee Weapons
Club, Great | — | 1D8 | 1D10 | x2 | — | 6 lb. | Bludgeoning
Mace, Great | 20 | 1D10 | 1D12 | x2 | — | 9 lb. | Bludgeoning
Spear, Great | 20 | 1D6 | 1D8 | x3 | — | 9 lb. | Piercing
Spear, Long | 10 | 1D6 | 1D8 | x3 | — | 6 lb. | Piercing
Spear, Short | 5 | 1D6 | 1D8 | x3 | 10 ft. | 3 lb. | Piercing
Staff | — | 1D6/1D6 | 1D8 | x2 | — | 4 lb. | Bludgeoning
Two Handed Ranged Weapons
Cross Bow, Great | 100 | — | 1D6+3 | x3 | 150 ft. | 8 lb. | Piercing
Bolts, Great (12) | 5 | — | — | — | — | 2 lb. | Piercing
Cross Bow, Heavy | 50 | — | 1D6+2 | x3 | 120 ft. | 6 lb. | Piercing
Bolts, Heavy (12) | 5 | — | — | — | — | 2 lb. | Piercing
Cross Bow, Light | 25 | — | 1D6+1 | x3 | 90 ft. | 4 lb. | Piercing
Bolts, Light (12) | 5 | — | — | — | — | 2 lb. | Piercing
Cross Bow, Great Repeating | 200 | — | 1D6+3 | x3 | 90 ft. | 8 lb. | Piercing
Bolts, Great (12) | 5 | — | — | — | — | 2 lb. | Piercing
Cross Bow, Heavy Repeating | 100 | — | 1D6+2 | x3 | 60 ft. | 6 lb. | Piercing
Bolts, Heavy (12) | 5 | — | — | — | — | 2 lb. | Piercing
Cross Bow, Light Repeating | 50 | — | 1D6+1 | x3 | 30 ft. | 4 lb. | Piercing
Bolts, Light (12) | 5 | — | — | — | — | 2 lb. | Piercing
Cross Bow, Hand | 100 | — | 1D6+0 | x3 | 30 ft. | 2 lb. | Piercing
Bolts, Hand (12) | 5 | — | — | — | — | 2 lb. | Piercing [/table]


Gauntlet
A gauntlet allows a character to deal lethal damage rather than non lethal damage with unarmed strikes. A strike with a gauntlet is otherwise considered an unarmed attack. The cost and weight given are for a single gauntlet. Attacks with a gauntlet in a grapple do not suffer the usual –4 penalty to the attack roll. A gauntlet is considered a light weapon. Therefore, a character can use the Weapon Finesse feat to apply their dexterity modifier instead of their strength modifier to attack rolls with an unarmed strike.

Unarmed Strike
A medium character deals 1D3 points of non lethal damage with an unarmed strike. A small character deals 1d2 points of non lethal damage. A monk or any character with the Improved Unarmed Strike feat can deal lethal or non lethal damage with unarmed strikes, at their option. The damage from an unarmed strike is considered weapon damage for the purposes of effects that give a bonus on weapon damage rolls. Attacks with a gauntlet in a grapple do not suffer the usual –4 penalty to the attack roll. An unarmed strike is always considered a light weapon. Therefore, a character can use the Weapon Finesse feat to apply their dexterity modifier instead of their strength modifier to attack rolls with an unarmed strike.

Club
Although clubs cost nothing in themselves, crafting one takes a minimum of one day.
Throwing Club
A throwing club is a thrown weapon. A fine throwing club costs 5 and a masterwork throwing club costs 25.
Light Club
A fine light club costs 5 and a masterwork light club costs 25.
Heavy Club
A fine heavy club costs 10 and a masterwork heavy club costs 50.
Great Club
A fine great club costs 20 and a masterwork great club costs 100.

Dagger
Attacks with a dagger in a grapple do not suffer the usual –4 penalty to the attack roll. A dagger may be cast as a thrown weapon. A fine dagger costs 20 and a masterwork dagger costs 100.

Mace
An ordinary mace has a wooden shaft and an iron head that does bludgeoning damage only; however, it is possible to construct a mace with a metal shaft, as well as a spiked iron head that does piercing and bludgeoning damage.
Light Mace
A metal shafted light mace costs 10 and weighs 4 lbs. There is no additional cost or weight increase involved in constructing a light mace with a spiked iron head. A fine light mace costs 10 and a masterwork light mace costs 50.
Heavy Mace
A metal shafted heavy mace costs 15 and weighs 8 lbs. There is no additional cost or weight increase involved in constructing a heavy mace with a spiked iron head. A fine heavy mace costs 20 and a masterwork heavy mace costs 100.
Great Mace
A metal shafted great mace costs 25 and weighs 12 lbs. There is no additional cost or weight increase involved in constructing a great mace with a spiked iron head. A fine great mace costs 40 and a masterwork great mace costs 200.

Dart
A dart is used one handed and is a thrown weapon. A quiver of 12 fine javelins cost 10 and a quiver of 12 masterwork javelins cost 50.

Stone
Although stones cost nothing in themselves, crafting one of appropriate dimensions generally takes a minimum of one day. A stone is a thrown weapon that may be used one or two handed. A fine stone costs 5 and a masterwork stone costs 25.

Javelin
For the purposes of being cast, a javelin is considered to be used one handed when the other hand is holding an item and two handed if both hands are free. A javelin is a thrown weapon. A fine javelin costs 10 and a masterwork javelin costs 50.

Sling
A character’s strength modifier applies to damage rolls when using a sling, just as it does for thrown weapons. A character can shoot, but not load, a sling with one hand. Loading a sling is a move action that requires two hands and provokes attacks of opportunity. If both hands are free the sling counts as being used in two hands. A character can hurl ordinary stones with a sling, but such an attack is made with a –1 penalty to attack and damage rolls. A fine slings costs 5 and a masterwork sling costs 25.
Sling Bullets come in a leather pouch that holds 24 bullets. A bullet that is cast has a 50% chance of being destroyed or lost. A pouch of 24 fine sling bullets cost 5 and a pouch of 24 masterwork sling bullets cost 25.

Staff
A staff is a double weapon. A character can fight with it as if fighting with two weapons, but incurs all the normal attack penalties associated with fighting with two weapons. A creature wielding a staff in one hand cannot use it as a double weapon—only one end of the weapon can be used in any given round. The staff is a special monk weapon. This designation gives a monk wielding a staff special options. A fine staff costs 5 and a masterwork staff costs 25.

Spear
A spear is usually used as a two handed weapon, but short and long spears may be used as one handed weapons by characters with the appropriate martial weapon proficiency. However, in this case, two spears may not be used in conjunction as part of a two weapon or multi weapon attack routine.
Short Spear
A short spear may be cast as a thrown weapon. A spear can be thrown. A ready action may be used to set a short spear against a charge, in which case a successful hit against a charging character deals double damage.
Long Spear
A long spear has reach; a character can strike opponents 10 feet away with it, but cannot use it to strike an adjacent foe. A ready action may be used to set a long spear against a charge, in which case a successful hit against a charging character deals double damage.
Great Spear
A great spear has extra reach; a character can strike opponents 15 feet away with it, but cannot use it to strike a foe 10 feet away or adjacent. A ready action may be used to set a great spear against a charge, in which case a successful hit against a charging character deals double damage.

Cross Bow
Every cross bow has a strength rating; a character may use this in place of his dexterity modifier for attack rolls and it is always added to damage, rather than the strength bonus of the character.
Light Cross Bow
A character draws a great cross bow back by pulling a lever. Loading a light cross bow is a move action that provokes attacks of opportunity. Normally, operating a light cross bow requires two hands. However, you can shoot, but not load, a light cross bow with one hand at a –2 penalty on attack rolls. A character can shoot a light cross bow with each hand, but takes a penalty on attack rolls as if attacking with two light weapons. This penalty is cumulative with the penalty for one handed shooting. A character can use a light cross bow while mounted. The strength rating of a light cross bow is +1.
Heavy Cross Bow
A character draws a heavy cross bow back by turning a small winch. Loading a heavy cross bow is a full-round action that provokes attacks of opportunity. Normally, operating a heavy cross bow requires two hands. However, a character can shoot, but not load, a heavy cross bow with one hand at a –4 penalty on attack rolls. A character can shoot a heavy cross bow with each hand, but takes a penalty on attack rolls as if attacking with two one handed weapons. This penalty is cumulative with the penalty for one handed shooting. A character can use a heavy cross bow while mounted. The strength rating of a heavy cross bow is +2.
Great Cross Bow
A character draws a great cross bow back by pulling a lever. Loading a great cross bow is a move action that provokes attacks of opportunity. Operating a light crossbow requires two hands. A character can use a great cross bow while mounted. The default strength rating of a great cross bow is +3, but it can be made to stronger specifications; each point of strength bonus granted by the cross bow adds 25 to its cost, up to a maximum strength rating of +6.
Repeating Cross Bow
Aside from shorter range increments, light, heavy or great repeating cross bows are almost exactly the same as their non repeating equivalents with the following exception. A repeating cross bow holds 6 cross bow bolts. As long as it holds bolts, a character can reload it by pulling the reloading lever (a free action). Loading a new case of 6 bolts is a full-round action that provokes attacks of opportunity. In order to use the reloading lever or load a new case a character must use the repeating cross bow with two hands.
Hand Cross Bow
A character can draw a hand cross bow back by hand. Loading a hand cross bow is a move action that provokes attacks of opportunity. A character can shoot, but not load, a hand cross bow with one hand at no penalty. A character can shoot a hand cross bow with each hand, but takes a penalty on attack rolls as if attacking with two light weapons. The strength rating of a hand cross bow is +0.
A cross bow bolt used as a melee weapon is treated as a light improvised weapon (–4 penalty on attack rolls) and deals damage as a dagger of its size (critical range x2). Bolts come in a wooden case that hold 12 bolts (or 6, for a repeating cros sbow). A bolt that is shot has a 50% chance of being destroyed or lost. A case of 12 fine bolts costs 10 and a case of 12 masterwork bolts costs 50.

See Also:

Martial Weapons (http://www.giantitp.com/forums/showthread.php?t=31637)

Lord Iames Osari
2007-01-13, 01:22 AM
Umm... How can an unarmed strike or a gauntlet be wielded two-handed?

Matthew
2007-01-13, 05:41 AM
Star Trek style. There's aparently a Feat that allows it, sadly.

Oh yeah, I forgot to mention that Fine weapons grant [+1 Damage] and Masterwork grant [+1 Attack Bonus and +1 Damage], just in case you were wondering. Also, Thrown Weapons have a maximum range of six increments (instead of five).

Ultimatum479
2007-01-13, 09:26 AM
Since you're modding the table, maybe you can fix one of my pet peeves while you're at it. Shouldn't darts do x3 on a crit?

Matthew
2007-01-13, 09:50 AM
Hmmn. Interesting question. I would say no, because Javelins and Hand Axes are both [1D6 x2]. Good point, though, Darts are fairly under powered. I think as long as they are categorised as [Simple Light Throwing Weapons] (as they are here) there is no need to increase their power, as they are on par with the Throwing Club, but then again they behave like improvised weapons in melee... does increased range balance that out? I'm not sure.

[Edit 1] Looking at the SRD it appears that Darts behave as normal Melee Weapons, not improvised, which is odd, but better balances with Javelins, I suppose. I think I would be inclined to reverse the situation.

Maybe Darts should behave like Arrows and be [1D6 x2]. Hmmn.

[Edit 2] Apparently Darts were treated as Small Javelins in 3.0. That explains a lot.

arnoldrew
2007-01-13, 04:09 PM
Explain Star Trek style, please. I've heard that term several times before but never heard an explanation for it.

Matthew
2007-01-13, 04:44 PM
It's that stupid double handed blow they use on Star Trek: The Next Generation. Usually a Character clasps their hands together and bring them down in one motion on somebody's back or whatever, but I'm pretty sure I've seen Riker bring both hands up in a kind of upper cut as well. I'm not sure off hand if it occurs in Star Trek: Deep Space Nine, Star Trek: Voyager or Star Trek: Enterprise, but I have heard it has also been seen outside of that franchise.

Some refer to it as the Double Fisted Kirk Punch, apparently:

http://www.youtube.com/watch?v=ffTxGxUgQ88

I'm not sure of its provenance, maybe somebody knows over on the Gaming Board in the Real Weapons and Armour Thread. I think I will ask...

It's really only useful under very specific circumstances, but since there is a Feat that allows Characters (Monks I think) to perform the attack, I felt constrained to include it as a possibility in this table.

Unarmed Combat in D&D is not the most logical, even given its own abstract standards. However, one could imagine it as representing the difference between throwing a punch when one hand is occupied and throwing a punch when both hands are free.

How that interacts with Power Attack is another question...

Jarl
2007-01-14, 06:33 AM
Where I come from, it's called an Axe-Handle.

-Darts... darts... you could... uh... reduce their damage die to d2 and increse crit to x3? Or not.

Glooble Glistencrist
2007-01-15, 02:17 PM
Which means one weilded by a small character would deal 1 damage, and 3 on a crit? Oh my.
By the way, Major Kira on DS9 was also quite fond of the Kirk Punch.

Matthew
2007-01-15, 05:41 PM
Axe Handles and Kira Narice. Have to watch out for that next time they repeat the series (Damn you Sky One... repeat Star Trek: Deep Space Nine!)

Darts, I think may have to move up to 1D6 Damage...

Mr Teufel
2007-01-15, 05:56 PM
Star Trek style. There's aparently a Feat that allows it, sadly.

Oh yeah, I forgot to mention that Fine weapons grant [+1 Damage] and Masterwork grant [+1 Attack Bonus and +1 Damage], just in case you were wondering. Also, Thrown Weapons have a maximum range of six increments (instead of five).

If I were you I might consider using a different term than 'Fine', as it's already used as a size category. Best to avoid overlapping terminology in rules.

Unless for some reason you are stating that insect-sized weapons have a damage bonus in your variant. :)

Matthew
2007-01-15, 06:05 PM
*Laughs* Good point. I was actually bringing over (A)D&D 2.x terminology with that one. Any suggestions for alternatives?

Mr Teufel
2007-01-15, 06:29 PM
Refined? Superior? Outstanding?
A thesaurus should help. (http://thesaurus.reference.com/browse/fine)

Matthew
2007-01-15, 06:32 PM
Hmmn. Superior, maybe, or Exceptional. The connotation has to be less than Masterwork.

Mauril Everleaf
2007-01-15, 06:37 PM
I like exceptional. Since the purpose of a weapon is to deal damage, one that deals more damage because of its design would be exceptionally crafted.

Mr Teufel
2007-01-15, 06:58 PM
Why not keep "Masterwork" as meaning +1 to hit (it's current meaning) and choose a new word for your new category (+1 to hit, +1 damage)?

Roderick_BR
2007-01-15, 06:59 PM
That's a very interesting way of setting weapons. Me likes :)

Mr Teufel
2007-01-15, 07:03 PM
I also like the basic concept of your variant: that low-strength characters should get some benefit from using a weapon 2-handed.

Matthew
2007-01-15, 07:15 PM
Thanks for the positive feedback.

I think that you are right about keeping Masterwork as is, Mr Teufel. How about:

Superior: +0 AB, +1 DB, (x2 Cost)
Masterwork: +1 AB, +0 DB, (x5 Cost)
Exceptional: +1 AB, +1 DB, (x10 Cost)

Only Exceptional Weapons can be Enchanted.

Mr Teufel
2007-01-15, 08:18 PM
Seems perfectly reasonable.

Mauril Everleaf
2007-01-16, 10:34 AM
I think that's actually how we play in my 1.x based campaign. Although it's easier/almost cheaper to buy or find a magical weapon than to enchant one that you already have. However, we concluded that any magical bonus overrides the crafting, so that a weapon +1 wasn't actually +2/+2, but still a +1/+1 but was now able to strike opponents only hit by magical weapons.