Posted: Thu Aug 05, 2010 7:01 am
I did not realize that about power attack, thanks.
I do intend to take into account the difference in reach between one and two-handed weapons, but I think that is best handled on a case by case basis for most weapons. The standard rules are probably sufficient for a clash between a unit of short swordsmen and a unit of pikemen. But great club versus sword and shield requires more specialized attention.
I have heard similar things about the gladius. My understanding was that Roman legionaries were trained to use the gladius as both a slashing and stabbing weapon, but in combat they tended to use it more as a stabbing weapon. I imagine there was more slashing when formations deteriorated.
I think I would allow the gladius to be used as a stabbing weapon in regular order formations, but as a slashing weapon in a close order formation. Which maybe means that I should change its designation to P/S S/T.
As far as the quarterstaff and spear, this had not escaped my notice. I have been considering ways to incorporate these techniques. I may integrate them into feats somehow. That might be something to addlater if I find that these weapons are under-appreciated.
I do intend to fiddle with some game mechanics in play, which is another reason to roll the dice behind the curtain.
Overall, I want a weapons list where there is a rough balance between the weapons, every weapon should have the potential to be the best weapon under some circumstances. Also, these should be weapons typical of the Iron Age.
Thanks again for all of your input.
Here is my most up-to-date weapons list for your perusal.
Simple Weapons
Light
Weapon
cost weight type motion range damage Critical
Small Medium
Pugio, dagger 2 1 P T 20 1d3 1d4 19-20/x2
Sica, curved dagger 3 2 S/P T/S -- 1d3 1d4 19-20/x3
Baton 0.1 4 B S 20 1d3 1d4 X2
Switch1 0 1 B S -- 1 1d2 X2
Thrown rock 0.01 1 B N/A 30 1d2 1d3 X2
One-Handed
Weapon
Cost Weight Type Motion Range Damage Critical
Small Medium
Weighted club 0.5 5 B S 20 1d4 1d6
X2
Mace, light 4 6 B S 10 1d4+1 1d6+1 X2
Mace, Heavy 6 8 B S -- 1d6+1 2d4 X2
Hammer, light 5 6 B S 10 1d4+1 1d6+1 X3
Hammer, heavy 8 8 B S -- 1d6+1 2d4 X3
Dory, half-pike 7 5 P T -- 1d4+1 1d6+1 X2
Hasta, spear 5 4 P T 20 1d4 1d6 X2
Verutum, javelin 2.5 3 P T 30 1d3 1d4 X2
Dart 2 2 P -- 30 1d3 1d4 X2
--Atlatl2,3 1 1 P -- 30 1d4 1d6 X2
Two-Handed
Weapon
Cost Weight Type Motion Range Damage Critical
Small Medium
Quarterstaff 0.5 6 B S -- 1d4+1 1d6+1 X3
Great Club 4 10 B S -- 1d6+1 2d4 X3
Martial Weapons
Light
Weapon
Cost Weight Type Motion Range Damage Critical
Small Medium
Gladius, Short sword 15 5 P T -- 1d4+1 1d6 19-20/X2
Hand axe 3 4 S S 10 1d4+1 1d6+1 X2
Throwing axe 4 3 S S 20 1d4+1 1d6+1 X2
Light pick 5 4 P S -- 1d6 1d6+1 X3
Kukri 10 3 S S -- 1d4 1d6 18-20/X3
Sling3 0.1 -- -- S -- -- -- --
-Stone 0.01 1 B N/A 50 1d2 1d3 X2
-Bullet 0.1 1 B N/A 50 1d3 1d4 X2
Horseman’s Flail 12 8 B S -- 1d6 1d8 X2
Sickle 3 3 S S -- 1d4 1d4+1 X3
Scourge1 0.2 1 B S -- 1 1d2 X2
--barbed 0.3 1 S S -- 1d2 1d3 X2
Martial
Weapon
Cost Weight Type Motion Range Damage Critical
Small Medium
Spatha, long sword 25 7 S/P S/T -- 1d8 1d8+1 19-20/X2
Battle axe 12 9 S S -- 1d6 1d8 X3
War flail, Footman’s 9 10 B S -- 1d6+1 2d4 X2
Falcata 25 7 S S -- 1d6+1 1d8 18-20/X3
Trident 9 6 P T 10 1d4+1 1d6+1 X2
Xiphos, broad sword 20 8 S S -- 1d6+1 1d8 19-20/X2
1Inflicts nonlethal damage.
2Used to throw darts, Makes darts projectile weapons instead of thrown weapons.
3Requires two hands for loading. A light shield can still be used in the off hand.
I do intend to take into account the difference in reach between one and two-handed weapons, but I think that is best handled on a case by case basis for most weapons. The standard rules are probably sufficient for a clash between a unit of short swordsmen and a unit of pikemen. But great club versus sword and shield requires more specialized attention.
I have heard similar things about the gladius. My understanding was that Roman legionaries were trained to use the gladius as both a slashing and stabbing weapon, but in combat they tended to use it more as a stabbing weapon. I imagine there was more slashing when formations deteriorated.
I think I would allow the gladius to be used as a stabbing weapon in regular order formations, but as a slashing weapon in a close order formation. Which maybe means that I should change its designation to P/S S/T.
As far as the quarterstaff and spear, this had not escaped my notice. I have been considering ways to incorporate these techniques. I may integrate them into feats somehow. That might be something to addlater if I find that these weapons are under-appreciated.
I do intend to fiddle with some game mechanics in play, which is another reason to roll the dice behind the curtain.
Overall, I want a weapons list where there is a rough balance between the weapons, every weapon should have the potential to be the best weapon under some circumstances. Also, these should be weapons typical of the Iron Age.
Thanks again for all of your input.
Here is my most up-to-date weapons list for your perusal.
Simple Weapons
Light
Weapon
cost weight type motion range damage Critical
Small Medium
Pugio, dagger 2 1 P T 20 1d3 1d4 19-20/x2
Sica, curved dagger 3 2 S/P T/S -- 1d3 1d4 19-20/x3
Baton 0.1 4 B S 20 1d3 1d4 X2
Switch1 0 1 B S -- 1 1d2 X2
Thrown rock 0.01 1 B N/A 30 1d2 1d3 X2
One-Handed
Weapon
Cost Weight Type Motion Range Damage Critical
Small Medium
Weighted club 0.5 5 B S 20 1d4 1d6
X2
Mace, light 4 6 B S 10 1d4+1 1d6+1 X2
Mace, Heavy 6 8 B S -- 1d6+1 2d4 X2
Hammer, light 5 6 B S 10 1d4+1 1d6+1 X3
Hammer, heavy 8 8 B S -- 1d6+1 2d4 X3
Dory, half-pike 7 5 P T -- 1d4+1 1d6+1 X2
Hasta, spear 5 4 P T 20 1d4 1d6 X2
Verutum, javelin 2.5 3 P T 30 1d3 1d4 X2
Dart 2 2 P -- 30 1d3 1d4 X2
--Atlatl2,3 1 1 P -- 30 1d4 1d6 X2
Two-Handed
Weapon
Cost Weight Type Motion Range Damage Critical
Small Medium
Quarterstaff 0.5 6 B S -- 1d4+1 1d6+1 X3
Great Club 4 10 B S -- 1d6+1 2d4 X3
Martial Weapons
Light
Weapon
Cost Weight Type Motion Range Damage Critical
Small Medium
Gladius, Short sword 15 5 P T -- 1d4+1 1d6 19-20/X2
Hand axe 3 4 S S 10 1d4+1 1d6+1 X2
Throwing axe 4 3 S S 20 1d4+1 1d6+1 X2
Light pick 5 4 P S -- 1d6 1d6+1 X3
Kukri 10 3 S S -- 1d4 1d6 18-20/X3
Sling3 0.1 -- -- S -- -- -- --
-Stone 0.01 1 B N/A 50 1d2 1d3 X2
-Bullet 0.1 1 B N/A 50 1d3 1d4 X2
Horseman’s Flail 12 8 B S -- 1d6 1d8 X2
Sickle 3 3 S S -- 1d4 1d4+1 X3
Scourge1 0.2 1 B S -- 1 1d2 X2
--barbed 0.3 1 S S -- 1d2 1d3 X2
Martial
Weapon
Cost Weight Type Motion Range Damage Critical
Small Medium
Spatha, long sword 25 7 S/P S/T -- 1d8 1d8+1 19-20/X2
Battle axe 12 9 S S -- 1d6 1d8 X3
War flail, Footman’s 9 10 B S -- 1d6+1 2d4 X2
Falcata 25 7 S S -- 1d6+1 1d8 18-20/X3
Trident 9 6 P T 10 1d4+1 1d6+1 X2
Xiphos, broad sword 20 8 S S -- 1d6+1 1d8 19-20/X2
1Inflicts nonlethal damage.
2Used to throw darts, Makes darts projectile weapons instead of thrown weapons.
3Requires two hands for loading. A light shield can still be used in the off hand.