Weapon Rule Modifications

Many of the weapons have various sizes and weights, although they may sometimes share the same root names. This represents the multitudes of the varieties of the same weapons, and the preferences of those who use them. For example, two fighters may both prefer using Short Swords, but one may prefer the lightness of a Light Short Sword, while the other may be willing to sacrifice a little bit of speed for a little more damage by wielding a Heavy Short Sword, so that he may deal decent damage through most leather and chainmail based armors.

Often weapons have their own “character” and have ways to influence a battle by what is represented in the statistics of the weapon. These characteristics within the statistics help answer the question, “why would anyone want a weapon that does less damage or want a weapon that is slower than the next one?” The answers for these are: The weapons that do less damage are often faster, and faster weapons may allow the wielder to strike more often, based upon how high their Base Attack Bonus (BAB) is. Faster weapons tend to allow a wielder greater chances for accuracy (hitting critical areas of the body), thus having a larger array of numbers of the die roll that may score a critical hit. On the opposite side, slower weapons may deliver higher damage (including Critical Damage), but do have a smaller degree of scoring a Critical Hit. That being said, when slower weapons do score Critical Hits, the damage multiplier is greater.

An example may be seen in comparing a Light Short Sword or a Dagger to a Heavy Long Sword. The Light Short Sword or Dagger (both do 1d4) will likely strike more often during a round while having a 4 in 20 chance (20%, or 17-20 on a d20) of a Critical Hit for x2 dice of damage, while the Heavy Long Sword (1d10) may be a bit slower and score Critical hits only 1 time in 20 (5%, or a 20 rolled on a d20) for x2 damage. As a general rule, Small, Very Quick (2), single pointed sharp weapons score Critical Hits most often, as well as arrows and crossbow bolts.

By paying attention to the Number of Attacks that a Character receives based upon their Base Attack Bonus and Weapon Speed ( Number of Attacks Per Round), the Character may be able to find the kind of “balance” they need to be more effective for attacking a doing damage during a round. To do this, they may switch between weapon sizes and weights, keeping a collection of various weapons in their inn rooms and taking only the ones they need into dungeons or out to the wilderness. If they don’t care about such things, then they need not concern themselves with it, and simply take their favorite weapons.

Large Weapons

Large (often called Great Weapons) are meant to be used 2 handed, but may in fact be used 1 handed, but with penalties:

-Speed slows by one category per weight category (Light -1, Medium -2, Heavy -3). So a Light Great Hammer goes from Standard (4) to Slow (6) and a Heavy Great Hammer goes from Very Slow (7) to Special Slow (10).
-Damage drops by one die type, or essentially 2 points per weight category (Light -2, Medium -4, Heavy -6). Thus, a Heavy Great Hammer goes from 1d12 to 1d6.
-Critical Hit Threat is always 20 / x2 only.

Small Blades

Weapon Size / Weight Cost Damage Speed Critical Notes:
Dagger Small / Light 1d4 Very Quick (2) 17-20 / x2
Knife Small / Light 1d4 Very Quick (2) 17-20 / x2
Kukri Knife Small / Medium 1d6 Quick (3) 18-20 / x2

Short Swords

Weapon Size / Weight Cost Damage Speed Critical Notes:
Light Short Sword Small / Light 1d4 Very Quick (2) 17-20 / x2
Short Sword Small / Medium 1d6 Quick (3) 18-20 / x2
Heavy Short Sword Small / Heavy 1d8 Standard (3) 19-20 / x3

Long Swords

Weapon Size / Weight Cost Damage Speed Critical Notes:
Light Long Sword Medium / Light 1d6 Quick (3) 18-20 / x2
Long Sword Medium / Medium 1d8 Standard (4) 19-20 / x2
Heavy Long Sword Medium / Heavy 1d10 Slow (3) 20 / x3

Broad Swords

Weapon Size / Weight Cost Damage Speed Critical Notes:
Light Broad Sword Medium / Light 1d6 Quick (3) 18-20 / x2
Broad Sword Medium / Medium 1d8 Standard (4) 19-20 / x2
Heavy Broad Sword Medium / Heavy 1d10 Slow (3) 20 / x3

Bastard Swords

Weapon Size / Weight Cost Damage Speed Critical Notes:
Light Bastard Sword Large / Light 2d4-1 Standard (4) 18-20 / x2
Bastard Sword Large / Medium 1d6+1d4-1 Slow (5) 18-20 / x2
Heavy Bastard Sword Large / Heavy 2d6-1 Very Slow (6) 19-20 / x3

Great Swords

Weapon Size / Weight Cost Damage Speed Critical Notes:
Light Great Sword Large / Light 1d8 Standard (4) 19-20 / x2
Great Sword Large / Medium 1d10 Slow (5) 20 / x2
Heavy Great Sword Large / Heavy 1d12 Very Slow (6) 20 / x3
Kopesh Small / Heavy 1d8 Standard (4) 19-20 / x2
Falchion Medium / Heavy 1d10 Slow (5) 20 / x3
Great Falchion Large / Heavy 1d12 Very Slow (6) 20 / x3
Kukri Sword Small / Heavy 1d8 Standard (4) 19-20 / x2

Scimitars

Weapon Size / Weight Cost Damage Speed Critical Notes:
Light Scimitar Medium / Light 1d6 Quick (3) 18-20 / x2
Scimitar Medium / Medium 1d8 Standard (4) 19-20 / x2
Heavy Scimitar Medium / Heavy 1d10 Slow (5) 20 / x3

Great Scimitars

Weapon Size / Weight Cost Damage Speed Critical Notes:
Light Great Scimitar Large / Light 1d8 Standard (4) 19-20 / x2
Great Scimitar Large / Medium 1d10 Slow (5) 19-20 / x2
Heavy Great Scimitar Large / Heavy 1d12 Very Slow (6) 20 / x3

Spears

Weapon Size / Weight Cost Damage Speed Critical Notes:
Shortspear Large / Light 1d8 Standard (4) 19-20 / x2
Spear Large / Medium 1d10 Slow (5) 20 / x3
Longspear Large / Heavy 1d12 Very Slow (6) 20 / x3

Short Clubs

Weapon Size / Weight Cost Damage Speed Critical Notes:
Light Short Club Small / Light 1d3 Very Quick (2) 18-20 / x2
Short Club Small/Medium 2d3-1 Quick (3) 18-20 / x2
Heavy Short Club Small / Heavy 2d4-1 Standard (4) 19-20 / x2

Clubs

Weapon Size / Weight Cost Damage Speed Critical Notes:
Light Club Medium / Light 2d3-1 Quick (3) 18-20 / x2
Club Medium / Medium 2d4-1 Standard (4) 19-20 / x2
Heavy Club Medium / Heavy 1d6+1d4-1 Slow (5) 20 / x3

Great Clubs

Weapon Size / Weight Cost Damage Speed Critical Notes:
Light Great Club Large / Light 2d4-1 Standard (4) 19-20 / x2
Great Club Large / Medium 1d6+1d4-1 Slow (5) 20 / x2
Heavy Great Club Large / Heavy 2d6-1 Very Slow (6) 20 / x3

Short Maces

Weapon Size / Weight Cost Damage Speed Critical Notes:
Light Short Mace Small / Light 1d4 Very Quick (2) 18-20 / x2
Short Mace Small/Medium 1d6 Quick (3) 18-20 / x2
Heavy Short Mace Small / Heavy 1d8 Standard (4) 19-20 / x2

Maces

Weapon Size / Weight Cost Damage Speed Critical Notes:
Light Mace Medium / Light 1d6 Quick (3) 18-20 / x2
Mace Medium / Medium 1d8 Standard (4) 19-20 / x2
Heavy Mace Medium / Heavy 1d10 Slow (5) 20 / x3

Great Maces

Weapon Size / Weight Cost Damage Speed Critical Notes:
Light Great Mace Large / Light 1d8 Standard (4) 19-20 / x2
Great Mace Large / Medium 1d10 Slow (5) 20 / x2
Heavy Great Mace Large / Heavy 1d12 Very Slow (6) 20 / x3

Short Morningstars (and Flanged Maces)

Weapon Size / Weight Cost Damage Speed Critical Notes:
Light Short Morningstar Small / Light 1d4+1 Very Quick (2) 18-20 / x2
Short Morningstar Small/Medium 1d6+1 Quick (3) 18-20 / x2
Heavy Short Morningstar Small / Heavy 1d8+1 Standard (4) 19-20 / x2

Morningstars (and Flanged Maces)

Weapon Size / Weight Cost Damage Speed Critical Notes:
Light Morningstar Medium / Light 1d6+1 Quick (3) 18-20 / x2
Morningstar Medium / Medium 1d8+1 Standard (4) 19-20 / x2
Heavy Morningstar Medium / Heavy 1d10+1 Slow (5) 20 / x3

Great Morningstars (and Flanged Great Maces)

Weapon Size / Weight Cost Damage Speed Critical Notes:
Light Great Morningstar Large / Light 1d8+1 Standard (4) 19-20 / x2
Great Morningstar Large / Medium 1d10+1 Slow (5) 20 / x2
Heavy Great Morningstar Large / Heavy 1d12+1 Very Slow (6) 20 / x3

Flails

Weapon Size / Weight Cost Damage Speed Critical Notes:
Light Flail Medium / Light 1d8 Standard (4) 19-20 / x2
Flail Medium / Medium 1d10 Slow (5) 20 / x2
Heavy Flail Medium / Heavy 1d12 Very Slow (6) 20 / x3

Great Flails

Weapon Size / Weight Cost Damage Speed Critical Notes:
Light Great Flail Large / Light 1d10 Slow (5) 20 / x2
Great Flail Large / Medium 1d12 Very Slow (6) 20 / x2
Heavy Great Flail Large / Heavy 2d6+1d4-2 Special Slow (7) 20 / x3

Morningstar Flails

Weapon Size / Weight Cost Damage Speed Critical Notes:
Light Morningstar Flail Medium / Light 1d8+1 Standard (4) 19-20 / x2
Morningstar Flail Medium / Medium 1d10+1 Slow (5) 20 / x2
Heavy Morningstar Flail Medium / Heavy 1d12+1 Very Slow (6) 20 / x3

Great Morningstar Flails

Weapon Size / Weight Cost Damage Speed Critical Notes:
Light Great Morningstar Flail Large / Light 1d10+1 Slow (4) 20 / x3
Great Morningstar Flail Large / Medium 1d12+1 Very Slow (6) 20 / x3
Great Heavy Morningstar Flail Large / Heavy 2d6+1d4-1 Special Slow (7) 20 / x3

Hammers

Weapon Size / Weight Cost Damage Speed Critical Notes:
Light Hammer Small / Light 1d4 Very Quick (2) 18-20 / x2
Hammer Small/Medium 1d6 Quick (3) 18-20 / x2
Heavy Hammer Small / Heavy 1d8 Standard (4) 19-20 / x2

Warhammers

Weapon Size / Weight Cost Damage Speed Critical Notes:
Light Warhammer Medium / Light 1d6 Quick (3) 18-20 / x2
Warhammer Medium / Medium 1d8 Standard (4) 19-20 / x2
Heavy Warhammer Medium / Heavy 1d10 Slow (5) 20 / x3

Great Hammers

Weapon Size / Weight Cost Damage Speed Critical Notes:
Light Great Hammer Large / Light 1d8 Standard (4) 19-20 / x2
Great Hammer Large / Medium 1d10 Slow (5) 20 / x2
Heavy Great Hammer Large / Heavy 1d12 Very Slow (6) 20 / x3

Short Axes

Weapon Size / Weight Cost Damage Speed Critical Notes:
Light Short Ax Small / Light 1d4 Very Quick (2) 18-20 / x2
Short Ax Small/Medium 1d6 Quick (3) 18-20 / x2
Heavy Short Ax Small / Heavy 1d8 Standard (4) 19-20 / x2

Battleaxes

Weapon Size / Weight Cost Damage Speed Critical Notes:
Light Battleaxe Medium / Light 1d6 Quick (3) 18-20 / x2
Battleaxe Medium / Medium 1d8 Standard (4) 19-20 / x2
Heavy Battleaxe Medium / Heavy 1d10 Slow (5) 20 / x3

Greataxes

Weapon Size / Weight Cost Damage Speed Critical Notes:
Light Greataxe Large / Light 1d8 Standard (4) 19-20 / x2
Greataxe Large / Medium 1d10 Slow (5) 20 / x3
Heavy Greataxe Large / Heavy 1d12 Very Slow (6) 20 / x3

Polearms

Weapon Size / Weight Cost Damage Speed Critical Notes:
Poleaxe Large / Heavy 1d12 Very Slow (6) 20 / x3

Samurai Weapons

Weapon Size / Weight Cost Damage Speed Critical Notes:
Wakizashi (2 hand Small Light Sword) Small / Light 2d3 Very Quick (3) 17-20 / x2 Masterwork +1 hit & dam (dam figured in)
Katana (2 hand Medium Light Sword) Medium / Light 2d4 Quick (4) 18-20 / x3 Masterwork +1 hit & dam (dam figured in)
Dai-Katana (2 hand Large Light Sword) Large / Medium 1d6+1d4) Standard (5) 19-20 / x3 Masterwork +1 hit & dam (dam figured in)
Naginata (sword-spear) Large / Medium 1d10 Slow (5) 20 / x3
Tetsubo Large / Heavy 1d12 Very Slow (6) 20 / x3
Yari (Longspear) Large / Heavy 1d12 Very Slow (6) 20 / x3

Ninja Weapons

Weapon Size / Weight Cost Damage Speed Critical Notes:
Ninjato (2 hand Small Light Sword Small / Light 2d3-1 Very Quick (3) 18-20 / x2
Neckade (climbing claws) Small / Light 1d3 Very Quick (2) 18-20 / x2
Tekagi (fist claws) Small / Light 1d4 Very Quick (2) 18-20 / x2
Kama (mini scythe) Small / Light 1d4 Very Quick (2) 17-20 / x2
Kusari-Gama (Chain & Kama) Small / Light 1d3 Very Quick (2) 17-20 / x2
Kyoketsu Shogi (hook & weighted rope) Small / Light 1d4 Very Quick (2) 18-20 / x2
Shuriken (throwing star) Small / Light 1d3 Very Quick (2) 18-20 / x2

Weapon Rule Modifications

Forgotten Realms - Pool of Radiance Lord_of_the_Ruins