Weapon Attributes

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SmootRK
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Re: Weapon Attributes

Post by SmootRK »

Dimirag wrote: Fri May 14, 2021 5:02 pm I don't know if posting parts of those games on the forum is allowed :|

As for weapon vs armor, LibraryLass made a a table years ago: viewtopic.php?f=19&t=180&start=80#p51076
Clearly shown to illustrate what was in those old editions and for discussion thereupon.

Yes, these tables were seldom used by anyone I ever knew playing. Dumb part, was that they referenced certain AC values instead of the named armor types.
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Dimirag
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Re: Weapon Attributes

Post by Dimirag »

SmootRK wrote: Fri May 14, 2021 5:17 pm Clearly shown to illustrate what was in those old editions and for discussion thereupon.
I'm not questioning the intent (it was clear) but the content, as some games have rules about showing the content publicly and Solo may have rules about posting material from other games.
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SmootRK
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Re: Weapon Attributes

Post by SmootRK »

Dimirag wrote: Fri May 14, 2021 5:22 pm
SmootRK wrote: Fri May 14, 2021 5:17 pm Clearly shown to illustrate what was in those old editions and for discussion thereupon.
I'm not questioning the intent (it was clear) but the content, as some games have rules about showing the content publicly and Solo may have rules about posting material from other games.
Perhaps.
IMO truly useless bits from that era... doubtful anyone would care about these particular tables being referenced. But I agree that in general, one should not copy/paste bits from other games/editions here.
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billiambabble
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Re: Weapon Attributes

Post by billiambabble »

I was just typing some more thoughts up, but I think LibraryLass's tables might be better.
Here's a continuation of the Wpns vs AC concept. (No AD&D tables this time, sorry about that)
--
Further random thoughts on specialising weapons against armour (please ignore if going totally off-topic!). This is based more on cliche and personal assumptions than battlefield reality.

"Bludgeoning" weapons (maces, flails) are good for smashing against plate / and perhaps against chainmail (?) "Piercing" (spears, arrows, bolts, bullets) are good against leather and hide, okay vs chain. "Slashing" weapons (swords) are good against leather, okay or poor vs chain, poor verses plate. Maybe Bludgeon can be poor against leather or monster hide? Axes are classed as bludgeon in some systems (MERP), here I might treat them as "slash".

So my table of adjustments to the hit roll might look like this:

Code: Select all

     Leather* / Chain /Plate
Bludgeon   0 / 0 / +1
Pierce     +1 / 0 / -1
Slash      +1 / 0 / -1
*also monster hide

It's far from perfect, it's a generalised approach. I'm keeping the adjustments low so not to detract from the majesty of magic weapons. At least it brings a little respect to the humble mace. :)
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Solomoriah
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Re: Weapon Attributes

Post by Solomoriah »

Yeah, steer away from sharing materials from other editions. Remember it's an OGL violation if you do this and are a contributor or publisher under OGL terms.
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billiambabble
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Re: Weapon Attributes

Post by billiambabble »

Apologies for posting TSR charts.

Regarding Slash/Pierce/Bludgeon within approved OGL sources:

Anyone interested in definitive lists of which weapons do which types of damage in can consult
p65-66
d20 SRD-OGL_V5.1 PDF (5e)
(Wizards SRD page)
Weapons are listed with damage types, slashing, piercing, bludgeon along with other features which can be used as a springboard for defining special weapon attributes unique to each weapon, or ideas for masterwork improvements. I'm referring here to key description words and not the dice mechanics -which understandably, will not suitable for BF.

See also “Weapons” in the Hypertext d20 SRD (3.5e) for similar descriptions (Google for link to index page).
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Clever_Munkey
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Re: Weapon Attributes

Post by Clever_Munkey »

In my games I don't differentiate weapons with armor types. Instead I do:

Swords get +1 to attack bonus and AC
Axes get exploding damage dice (roll again on max damage, and add.)
maces/hammers/flails get "advantage" (roll twice take highest) to damage rolls.

Everything else is normal. Daggers are easy to conceal, and use in a grapple. Spears and polearms still have "reach" and the normal benefits in a charge.

I find these rules easy to remember, and they give each weapon type its own flavor even if it's not "realistic." Swords are more accurate, and defensive. Maces have the highest average damage. Axes have the highest possible damage.

There is also no "best" weapon type. Some will be situationally better, but mostly it's a matter of taste.
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