Even though it's more Fun to design spells, martial characters probably ought to get a little more love...
So, here's a guide to designing weapons, based on what I can make out From the numberous examples around.
Melee Weapons
Let's start From a base set oF statistics. These will simply be adapted depending on how you want to alter your weapon.
The initial base weapon is a Medium Exotic Two-handed weapon. It does 3d6 damage with a critical oF x2.
Reducing the size (From two-handed to one-handed, and From one-handed to light) reduces the damage die by 1 step For each reduction.
Making the weapon easier to use (From Exotic to Martial, and From Martial to Simple) reduces the damage die by one step For each reduction.
Increasing the critical threat range decreases the damage die by 1 step. The threat range can never extend beyond 18-20. You may not increase both the critical range and the critical multiplier.
Increasing the critical multiplier decreases the damage die by 1 step. The critical muliplier can never go higher than x4. You may not increase both the critical range and the critical multiplier.
You may add one special weapon quality For Free at no damage penalty. Adding aditional special weapon qualities decreases the damage die by 1 step For each quality added. The Fragile weapon quality is an exception, and instead increases the damage die by one step. The double quality is another exception and does not drop damage die in a standard way (See below)
Double weapons halF the damage die equally between them. IF the split cannot be even, the extra damage die may be used as normal. AFter this point, the weapons may be altered as iF they were individual weapons, although special qualities apply to both ends.
Any non-standard weapon qualities (Such as the double damage on a lance when on a charging mount) will need GM veriFication beFore beging permitted. These may increase or decrease the damage die, depending on the quality in question.
A light weapon may have a 10 Ft. range at no penalty. Increasing the thrown range to 20 Ft. decreases the damage done by one step.
Cost, weight and damage type: These will be determined largely on the cosmetic appearance oF your weapon. Typically, the more metal or stone involved in a weapon, the more expensive. Likewise, the more intricate the design, the more it will cost.
Some special weapon qualities may be added by increasing the cost and or weight instead oF reducing damage die at DM discretion.
Dice steps
Ordered From highest to lowest
3d8
3d6
2d8
2d6 = 1d12
1d10
1d8 = 2d4
1d6
1d4
1d3
1d2
1
A weapon cannot be reduced below 1.
Ranged weapons Forthcoming (Maybe).
Please let me know iF you have any suggestions or improvements (Or your own weapons).
Example
Double Scythe
Exotic Two-Handed Weapon
Price: 40 gp
Dmg (S): 1d4/1d4 Dmg (M): 1d6/1d6
Critical: x4
Range: --
Weight: 15 lbs.
Type: S
Special: Double, Trip
The Double Scythe has two long, curved and wickedly sharp blades at either end. The blades Face opposite directions to balance the weapon, and attack styles Favour Flowing, spinning slashes.
So, here's a guide to designing weapons, based on what I can make out From the numberous examples around.
Melee Weapons
Let's start From a base set oF statistics. These will simply be adapted depending on how you want to alter your weapon.
The initial base weapon is a Medium Exotic Two-handed weapon. It does 3d6 damage with a critical oF x2.
Reducing the size (From two-handed to one-handed, and From one-handed to light) reduces the damage die by 1 step For each reduction.
Making the weapon easier to use (From Exotic to Martial, and From Martial to Simple) reduces the damage die by one step For each reduction.
Increasing the critical threat range decreases the damage die by 1 step. The threat range can never extend beyond 18-20. You may not increase both the critical range and the critical multiplier.
Increasing the critical multiplier decreases the damage die by 1 step. The critical muliplier can never go higher than x4. You may not increase both the critical range and the critical multiplier.
You may add one special weapon quality For Free at no damage penalty. Adding aditional special weapon qualities decreases the damage die by 1 step For each quality added. The Fragile weapon quality is an exception, and instead increases the damage die by one step. The double quality is another exception and does not drop damage die in a standard way (See below)
Double weapons halF the damage die equally between them. IF the split cannot be even, the extra damage die may be used as normal. AFter this point, the weapons may be altered as iF they were individual weapons, although special qualities apply to both ends.
Any non-standard weapon qualities (Such as the double damage on a lance when on a charging mount) will need GM veriFication beFore beging permitted. These may increase or decrease the damage die, depending on the quality in question.
A light weapon may have a 10 Ft. range at no penalty. Increasing the thrown range to 20 Ft. decreases the damage done by one step.
Cost, weight and damage type: These will be determined largely on the cosmetic appearance oF your weapon. Typically, the more metal or stone involved in a weapon, the more expensive. Likewise, the more intricate the design, the more it will cost.
Some special weapon qualities may be added by increasing the cost and or weight instead oF reducing damage die at DM discretion.
Dice steps
Ordered From highest to lowest
3d8
3d6
2d8
2d6 = 1d12
1d10
1d8 = 2d4
1d6
1d4
1d3
1d2
1
A weapon cannot be reduced below 1.
Ranged weapons Forthcoming (Maybe).
Please let me know iF you have any suggestions or improvements (Or your own weapons).
Example
Double Scythe
Exotic Two-Handed Weapon
Price: 40 gp
Dmg (S): 1d4/1d4 Dmg (M): 1d6/1d6
Critical: x4
Range: --
Weight: 15 lbs.
Type: S
Special: Double, Trip
The Double Scythe has two long, curved and wickedly sharp blades at either end. The blades Face opposite directions to balance the weapon, and attack styles Favour Flowing, spinning slashes.