All weapons deal hit point damage. This damage is subtracted from the current hit points of any creature struck by the weapon. When the result of the die roll to make an attack is a natural 20, the result is a critical hit.
CRITICAL HIT DAMAGE
Natural 20: If you roll a 20 on the die when making an attack roll, you score a critical hit if your total attack roll is high enough to hit your target’s defense. If your attack roll is too low to score a critical hit, you still hit automatically.
Maximum Damage plus Rolled Damage: Maximize your damage. Remember this number. Roll your damage as you normally would and add your maximum damage to the result.
Example: An attack that deals 1d10+4 damage normally would deal 14 damage, plus an additional 1d10+4 which would be rolled separately and added to the 14 for the total.
Weapons are divided into several groups. The group a weapon falls into affects certain properties that the weapons confer in combat.
Axes: Axes are chaotic, wild weapons. Axes deal double maximum damage on a critical hit as opposed to the normal amount.
Blades, Heavy: Heavy blades are consistently effective. A result of 1 on a damage die with a heavy blade is rerolled until it is no longer 1.
Blades, Light: Light blades are nimble, piercing weapons. Light blades score a critical hit on a 19 or 20 (though only a 20 is an automatic hit).
Bows: Bows deal punishing damage at range. Bows deal double maximum damage on a critical hit as opposed to the normal amount. All bows require two hands to use properly.
Crossbow: Crossbows punch through armor and flesh, easily finding vital organs. Crossbows score a critical hit on a 19 or 20 (though only a 20 is an automatic hit).
Double: Double weapons are built to be well-balanced and maneuverable. A double weapon lessens to penalty for two-weapon fighting by 1. Double weapons also gain the properties of one other weapon group, listed in their entry.
Exotic: Exotic weapons are unique cases and are generally used by tribesmen in remote locations. Exotic weapons have special properties for each weapon, detailed after the weapon tables.
Flails: Flails are handles attached to a heavy object by a rope or chain. Flails allow a user to make a bull rush attempt on a successful hit. If the attempt is successful, the target is knocked prone.
Hammers: Hammers are rough, brutal weapons, and also include maces and clubs. Hammers deal consistent, punishing damage. A result of 1 or 2 on a damage die with a hammer is rerolled until it is no longer 1 or 2.
Mounted: Mounted weapons are simply ordinary on foot, but in the hands of a mounted rider become devastating. When used as part of a mounted charge, these weapons deal double damage.
Polearms: Polearms consist of a blade or set of implements at the top of a wooden or metal haft. Polearms allow a character to make a trip attempt on a successful attack.
Spears: Spears are points of metal or other material attached to a straight wooden or metal haft. Spears are highly versatile weapons and are adept at bypassing a foe's strengths. Spears allow a character to make a disarm attempt on a successful attack.
Thrown: Thrown weapons are made to benefit both the dextrous and the strong. When using a thrown weapon, a character may add either his strength or dexterity modifier to the damage roll.
Damage and Cost
Weapon damage and cost is determined by size and category of weapon (simple or martial). Exotic weapons use the same progression as the class they are listed in below.
Weapon Size & Category
One handed Martial
Using this method ensures several important sticking points for me. First, weapons are balanced this way as all weapons in each category deal equivalent damage. Second, it streamlines the weapon tables. Aside from the qualities that a weapon's group gives it, the weapons are essentially skins placed over another copy of the same numbers. And third, each weapon group feels unique from all the others.[ 258 views ]