Comments on 2009-02-06 Weapon Specialities

I recommend the very interesting discussion in the comments of Proposal: Weapons vs. AC. Matthew James Stanham has a point, and I convinces me to not introduce such a complication into my games.

AlexSchroeder 2009-02-15 21:50 UTC


Another cool idea is to let the weapon specify initiative. I feel daggers should be faster, and that torches doing 1d6+1d4 damage makes them the most terrifying weapon, etc. But I like the idea. Playing with Initiative.

AlexSchroeder 2009-02-16 08:08 UTC


Speaking of initiative, check out my continuous initiative house rules which are based around the idea that in the same time frame as one mighty swing of a two handed sword, a skilled knifesman can jab a number of times.

The Recursion King 2009-02-16 13:51 UTC


Two years later, Stuart picks up the discussion again. And he arrives at a similar simplified table on Google+.

Then again, I think the topic has been thoroughly explored in House Rules: Weapons, Armor, Combat aka. The Rule of the Assayers’ Guild by Roger the GS.

As for my own games, I ended up not using any of it. In my Labyrinth Lord games, weapons do 1d6 damage and that’s it.

AlexSchroeder 2011-09-30 07:06 UTC


Also worth considering: Weapon Mastery as explained by Greywulf.

AlexSchroeder 2012-08-07 20:50 UTC


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