Weapon Table: Ranges are in
feet, Cost is in gp.
Weapon
|
Type
|
Damage
|
Cost
|
Notes
|
Noble
|
1d8
|
10
|
+1 damage vs.
Shield
|
|
Axe, hand 3
|
Peasant
|
1d6
|
3
|
Range 5
|
Bow, long 4, 5
|
Yeoman
|
1d8
|
25
|
13+ Str,
Range 50
|
Bow, short 4, 5
|
Peasant
|
1d6
|
5
|
Range 40
|
Club
|
Peasant
|
1d6
|
0
|
|
Crossbow, Heavy 4,
5
|
Yeoman
|
1d10+1
|
30
|
Range 50 Fire
once every 3 rounds.
|
Crossbow, Light 4,
5
|
Yeoman
|
1d8+1
|
15
|
Range 40 Fire
once every 2 rounds.
|
Dagger 3
|
Peasant
|
1d4
|
2
|
Range 5
|
Flail
|
Noble
|
1d8
|
10
|
+1 Attack vs.
Shield
|
Javelin 4
|
Yeoman
|
1d6
|
2
|
Range 20
|
Lance
|
Noble
|
1d10
|
5
|
Inflicts
double damage with successful mounted charge.
|
Mace
|
Noble
|
1d8
|
10
|
+1 Attack vs.
Chain & Plate
|
Polearm 5
|
Yeoman
|
1d10
|
10
|
2nd rank, Set
vs. Charge
|
Sling 4
|
Peasant
|
1d6
|
0.2
|
Range 40, 1d4
damage for stones
|
Spear 1, 2, 3
|
Yeoman
|
1d8
|
3
|
Range 10, 1d6
damage thrown, 2nd rank, Set vs. Charge
|
Staff 5
|
Peasant
|
1d6
|
0
|
|
Sword, bastard 1, 2
|
Noble
|
1d8
|
25
|
|
Sword, long
|
Noble
|
1d8
|
20
|
|
Sword, short
|
Yeoman
|
1d6
|
10
|
|
Sword, two-handed 5
|
Noble
|
1d10
|
30
|
Requires 10’
to use.
|
Improvised Weapon, Small
|
Peasant
|
1d4
|
0
|
|
Improvised Weapon, Medium 5
|
Peasant
|
1d6
|
0
|
1 Weapon can be used either one or two-handed
2 When wielded two-handed, gain +1 damage bonus
3 Can be used as both a melee and a missile weapon
4 Missile Weapon only
5 Requires two hands
Other Notes
Range refers to the maximum range in feet that the weapon may be used
to attack without penalty. For every multiple of base distance after that, a -2
penalty is assessed. There is no maximum total range.
Type refers to those social castes that may bear the arms with impunity.
If you travel to a city or village, and you do appear as the requisite social
class, you may be arrested and tried for crime, which may result in prison or
corporal punishment, or beaten and have your weapons or armor confiscated.
Set Vs Charge means that the weapon can be set to receive a charge, by
declaring it before initiative is rolled. If the weapon hits successfully, it inflicts
double the damage dice.
Superior Weapons Weapons may be purchased that have modifiers to attack or damage bonus. In general, these are the product of expert craftsmen, and so are both rare and expensive.
A superior craftsman is capable of producing weapons that are finely balanced (+1 Attack) or weapons with a keen edge (+1 Damage) but not both. These weapons cost 20 - 30 times the normal amount. There are craftsmen like this in a largest cities, and occasionally in smaller cities. Only one village in ten will have such a craftsman.
An expert craftsman is capable of producing weapons that are incredibly balanced (+2 Attack) or weapons with a very keen edge (+2 Damage) or weapons which are +1 to both attack and damage. These weapons cost 30 - 50 times the normal amount. There are occasionally craftsmen like this in a largest cities.
An legendary craftsman is capable of producing weapons that are impossibly balanced (+3 Attack) or weapons with a diamond-keen edge (+3 Damage) or weapons which are +2 to both attack and damage. These weapons cost 100 times the normal amount, if they are available for sale at all. There are occasionally craftsmen like once in a generation, in the very greatest of cities.
OK, so why this variant?
The table is the result of several influences, but let me begin by
stating why I wanted to change weapon stats in the first place. Generally
speaking, the charts as they exist tend to encourage a relatively narrow range
of choices, based on the fact that the damage is best for swords, and for maces
and staves depending on your class. I wanted to raise the damage for non-sword
weapons, and then give them minor modifiers that would accent their historical
purpose (the idea for this, BTW, comes from the Pendragon RPG). So all the one
handed noble weapons deal 1d8 of damage, two handed weapons deal 1d10, and all
single handed weapons wielded with two hands inflict +1 damage, etc. Crossbows deal
slightly better damage, but are much slower.
My general aim was to encourage a more divergent use of weapons among
the party, and reinforce caste ideas, which I’ll talk more about next time.
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