Rebonack

2007-01-14, 08:59 PM

So, I went over the statistics of all the SRD melee weapons and tallied up all their attributes. In general it seemed to be a pretty good approximation, as all the weapons fell into the correct categories and such sans really awful stuff like the Greatclub. I should probably go over the system of points I jerry-rigged together.

-Each bit of average damage is one point. So a 1d4 weapon would be 2.5 points, a 1d6 3.5, ect.

-Each bit of critical is likewise one point. You find a weapon's critical by subtracting one from the critical multiplier and then multiplying that by the critical range. Thus, a x4 crit would be 3 points as would a 18-20/x2 crit.

-Every 20' of range increment on a melee weapon is one point.

-Special Monk weapons add .5 points. Consider special Monk weapons to be martial weapons for the purpose of balancing them.

-Tripping weapons add .5 points.

-Weapons that grant a +2 to disarm checks add .5 points.

-Weapons that can be set against a charge add .5 points

-Weapons with variable damage types (Piercing or Slashing) add .5 points.

-Non-light weapons that can be used with weapon finesse add .5 points.

-Weapons that are free add .5 points (Simple Weapons only).

-Reach weapons add 1 point.

-Weapons that deal double damage on a charge add 1 point.

-Reach weapons that threaten adjacent squares add 2 points. (Includes the 1 point for standard reach weapons)

-Double weapons add three points.

Simple Weapons

Light: 4.5 points

One handed: 5.5 points

Two handed: 7.5 points

Martial Weapons

Light: 5.5 points

One handed: 6.5 points

Two handed: 8.5 points

Exotic Weapons

Light: 6.5 points

One handed: 7.5 points

Two handed: 9.5 points

Not all weapons follow this trend, though the vast majority of them do. Two handed martial weapons are the most obvious, the SRD weapons run a range from 8 ( the falchion) to 9 (the great sword) so some wiggle room is workable in terms of a .5 leeway, though better weapons should cost more. Two or three times more.

-Each bit of average damage is one point. So a 1d4 weapon would be 2.5 points, a 1d6 3.5, ect.

-Each bit of critical is likewise one point. You find a weapon's critical by subtracting one from the critical multiplier and then multiplying that by the critical range. Thus, a x4 crit would be 3 points as would a 18-20/x2 crit.

-Every 20' of range increment on a melee weapon is one point.

-Special Monk weapons add .5 points. Consider special Monk weapons to be martial weapons for the purpose of balancing them.

-Tripping weapons add .5 points.

-Weapons that grant a +2 to disarm checks add .5 points.

-Weapons that can be set against a charge add .5 points

-Weapons with variable damage types (Piercing or Slashing) add .5 points.

-Non-light weapons that can be used with weapon finesse add .5 points.

-Weapons that are free add .5 points (Simple Weapons only).

-Reach weapons add 1 point.

-Weapons that deal double damage on a charge add 1 point.

-Reach weapons that threaten adjacent squares add 2 points. (Includes the 1 point for standard reach weapons)

-Double weapons add three points.

Simple Weapons

Light: 4.5 points

One handed: 5.5 points

Two handed: 7.5 points

Martial Weapons

Light: 5.5 points

One handed: 6.5 points

Two handed: 8.5 points

Exotic Weapons

Light: 6.5 points

One handed: 7.5 points

Two handed: 9.5 points

Not all weapons follow this trend, though the vast majority of them do. Two handed martial weapons are the most obvious, the SRD weapons run a range from 8 ( the falchion) to 9 (the great sword) so some wiggle room is workable in terms of a .5 leeway, though better weapons should cost more. Two or three times more.