Showing posts with label weapon. Show all posts
Showing posts with label weapon. Show all posts

Tuesday, February 23, 2016

Goblins & Greatswords: Armor and weapons

Figuring out the combat system for my fantasy heartbreaker turned out to be pretty easy compared to nailing down the particulars of the weapons and armor that characters will use in it.  I want different types of weapons to have meaningful differences, but I don't want huge complicated tables with lots of messy modifiers to look up or remember.  After a lot of false starts, I'm tentatively happy with what I have now.  

Armor comes in three types: Light, medium, and heavy, giving a base AC of 12, 14, or 16, respectively.  Light armor includes light, non-metallic, and relatively flexible options such as leather and padded armor.  Medium armors are made of metal or other hard material, but in flexible forms such as mail, scale, brigandine, and such.  Heavy armors are made of large rigid plates of metal or some other hard material.  The exact type of armor a character gets in any of the three classes is determined by the player and GM, and has no further game mechanical effect. 

Shields increase AC by 1, as usual.  I'm considering making a shield a requirement to use the character's Combat Rating defensively, too.

Weapons come in broad categories: Axe, Blade, Bludgeon, and Stick, and further divided into light, medium, and heavy types.

Axes are chopping weapons which are good at breaking through armor, and so receive a +1 bonus to combat rolls.  Damage is 4/6/8 for light, medium, and heavy types, respectively.   Examples include the hand axe and tomahawk (light), battle axe (medium), and polearms* (heavy.)  All axes use the wielder's Might modifier.

Blades are slashing and slicing weapons.  They are among the hardest to master, but have the highest damage potential at 6/8/10.  Examples include daggers and short swords (light), all of the various "normal" swords (medium), and great swords such as the bastard sword and two-handed sword (heavy.)  Light and medium blades use the wielder's Agility modifier.  Heavy blades use Might.

Bludgeons are blunt, smashing weapons.  They are the easiest weapons to wield, and also good at delivering impact damage through armor, and so receive +2 to combat rolls, but also have the lowest damage potential at 3/4/6.  Examples include the club/cudgel/shillelagh (light,) the mace and war hammer (medium), and the maul (heavy.)  All bludgeons use the wielder's Might modifier.

Stick weapons are long, slender weapons used mainly for thrusting maneuvers.  They gain a +2 bonus to Interpose actions.  Damage is 4/6/8.  Examples include the quarterstaff (light), the spear (medium), polearms* and lances (heavy.)  All stick weapons use the wielder's Agility modifier.

*Since polearms typically feature both heavy chopping blades and spear points or spikes, they may be used as either axes or stick weapons, whichever is most advantageous to the wielder.

Most light and medium weapons (except the quarterstaff) may be wielded with one hand, and combined with a shield if desired.  Most heavy weapons (except the lance from horseback) must be wielded two-handed.

Missile weapons are another can of worms with which I'm still grappling... 

Thursday, August 27, 2015

A trusty sword

This came about as an offshoot of my thoughts in the last post about a special piece of equipment for each character.  One of the potential consequences of using that little quasi-rule is that a character, or the player of the character, may develop an emotional attachment to an item. 

A little history can do that.  Suddenly you have a fighter who wants to hang onto a sword because it belonged to his late father and he wants to use it to bring honor to the family, or because it was a token given to him by his childhood sweetheart, or because he found it behind the stables and it was the sword he learned to fight with.  Sometimes an attachment might develop to a perfectly normal weapon with a distinctive appearance, or that was gained in a particulary memorable adventure.

Of course, these swords being normal and non-magical, it would be to the fighter's disadvantage to keep them when enchanted weapons are found during an adventure.  Role playing urges one thing, and gaming cries out for the opposite: to cast away a trusty weapon or suit of armor because it doesn't have a +1 or +2 attached to it. 

Where do legendary weapons come from, anyway?  Can a wizard just make one, or do they require something greater to light the spark within them?  What if they're born not of wizardly enchantment, but of a hero's bond to them, and the fame of being irrevocably linked with the hero and his deeds? 

 When a hero performs a truly heroic deed with a prized weapon or armor, and sincerely praises the item's virtue as a major factor in his victory, the item begins to "awaken."  When he or she turns down the opportunity to replace the item with an objectively superior or aesthetically more pleasing model, the bond is formed, the weapon's legend begins to grow, and it gains powers beyond a mere piece of steel.  Perhaps this process is analogous, more or less, to an ordinary human attaining level 1 in an adventuring class.  It is elevated above the level of its ordinary kin.

With each heroic deed, and each refusal of the hero to forsake his trusty armament, it gains renown until it "levels up."  It begins its enchanted life with the ability to harm creatures immune to normal weapons, and over time and great deeds, it gains other powers too: bonuses to attack and damage, special virtues against the hero's sworn foes, and so on.  The powers gained should always be in harmony with the personality and goals of the wielder.  It may even become conscious and able to communicate with its wielder, and because it is a thing born of his own soul, the two are always in perfect agreement - there is never the contest of wills that is so often fought with other intelligent weapons. 

If the hero should ever forsake the weapon, either abandoning it or giving it away to one unworthy of it, its spirit slowly diminishes, and its powers wither and die, and it becomes a sad lump of metal or wood once again.  The hero must honor his weapon by handing it down to a worthy successor.  If he dies before that is done, the weapon burns with the desire to carry on his legacy, and does not lose its powers, even if wielded by an unworthy person - only the scorn of its creator can destroy its spirit.  Of course if it has developed sentience, it does all it can to bend its new "master" to its own ends or to find a more worthy bearer.

Wednesday, February 11, 2015

Still another magic weapon table: Quirks and hindrances

Not every power a weapon possesses is beneficial to the user.  Often the weapon has an agenda all its own which must be appeased in order for the wielder to benefit from its service.  Sometimes it's just quirky for no good reason.

Choose or roll (1d10) on the following table.  Most results will need to be fleshed out to some degree.  In general, the more powerful the weapon, the more or stronger its quirks should be.

1 Activation requirement: The weapon's powers only function under a specific circumstance, which usually involves the user performing or abstaining from some action, e.g. the user is drunk, singing, has not committed a sin in the past day, has stolen something worth at least 50 gp in the last day, taunts his opponents in rhyme, washes his hands in holy water before handling the weapon, etc.
2 Ethos: The weapon has a code of ethics.  This could be a traditional alignment, or a commitment to uphold or defeat some other ideal or virtue - beauty, truth, justice, compassion, courage, etc.  If the weapon user tries to take action which is opposed by the weapon's ethos, it may inflict damage on him as a punishment, or a penalty or curse may be imposed until the weapon is relinquished or some atonement is made.
3 Favored wielder: The weapon prefers a certain type of person to wield it - a certain class, race, sex, religion, group affiliation, appearance, temperament, etc.  If the character wielding the weapon does not meet these criteria, the weapon may inflict a curse on the user, or its magic may function at a diminished level or not at all.  The weapon may even gradually change the user to fit its ideal!
4 Glory seeker: The weapon's combat powers only function when the user is fighting the most fearsome opponent present (or earnestly trying to fight it, e.g. cleaving a path through its legions of mooks toward it.)  May not function at all in a given combat if none of the opponents are particularly fearsome.
5 Jealous: The weapon will force the user to relinquish all other weapons by inflicting some curse upon him or her for as long as the other weapons remain in possession.
6 Monster attraction: The weapon calls silently to monsters (either monsters in general, or a particular kind.)  While the weapon is in the possession of the party, random encounters occur at twice the normal frequency.
7 Operating costs: The weapon must consume valuables - gold, silver, platinum, or gemstones - in order to function.  (Specific type and amount at the DM's choice.)  If it misses a "feeding," its powers go dormant until it is fed.  If allowed to remain dormant for a long time, the cost to reactivate may be greater than normal.  May be dormant when found - nobody's feeding it while it's lying around a dungeon.
8 Report: On every successful attack, the weapon makes a loud noise - a thunderclap, a trumpet fanfare, a scream, maniacal laughter, or whatever noise seems appropriate.  May attract wandering monsters, and certainly spoils stealth.
9 Soul eater: The weapon must be used to slay a creature of at least half the user's HD every day, or its powers will fall dormant until the next kill.
10 Wax and Wane: The weapon's powers expand or diminish according to some regular cycle, such as time of day or year, or phases of the moon.

For more possible hindrances and curses, see this post.

Saturday, February 7, 2015

More magic weapon tables: Materials and power sources

Magical weapons ought to be more than just a bundle of powers.  Creating an appearance (including materials which comprise it) and determining the nature of its enchantments gives a weapon a lot more character than simply generating powers.  You can start from any point you like, rolling or choosing powers, power source, and materials in any order.  Sometimes a particular roll may suggest results from the other tables without rolling.  Other times, you might wish to roll all the way through and figure out how the results mesh to create a credible and interesting weapon.

Power sources:  Roll 1d10:

1 Bound spirit: The essence of some creature is bound within the weapon.  The spirit may be fully conscious and communicate with the user, dormant and uncommunicative, or in a sort of limbo or dream-state from which it sends strange subconscious messages.  The spirit may be bound willingly or unwillingly, or even unwittingly; perhaps it is completely unaware of its circumstances.  Roll 1d6 to determine the type of spirit:
     1 Angel or Demon: Extraplanar entities of good or evil disposition.  An angelic or demonic weapon may not suffer itself to be wielded by a person of the opposite ethos, or may attempt to influence, control, or seduce such a person into committing acts of good or evil.
     2 Deceased soul: The spirit of a dead person.  The temperament and disposition of this being may fall anywhere in the range of human or demi-human personality.
    3 Elemental: A being from one of the elemental planes, or strongly associated with one of the four elements.  May be either a proper elemental or a being such as an efreeti, djinni, undine, or xorn.  Elementals tend to be of neutral disposition, either unconcerned with or oblivious to how their powers are employed by the weapon's wielder.  Roll 1d4: 1 Air, 2 Water, 3 Earth, 4 Fire.
    4 Fairy: A fey spirit such as a sprite, nymph, nixie, sylph, leprechaun, brownie, or similar.  Fairies may be benevolent or malicious, but often have a mischievous disposition.
    5 Monster: The essence of an intelligent non-human living creature, particularly one with fantastic or magical abilities such as a dragon, harpy, medusa, or troll.  The spirit's temperament and interests will correspond to those of the monster type.
    6 Split personality: The weapon contains two distinct spirits of the same general type but opposing personalities.  (roll again, rerolling further 6s.)  The two may be present simultaneously, or else one emerges when the other is submerged (possibly at particular times of day or during particular events.)  They may be aware of one another or completely oblivious to the other's existence.  
2 Circumstance: The weapon was made or enchanted by particular circumstance not conforming to any other method on this list; e.g. forged under an auspicious celestial alignment, dipped in the River Styx, buried beneath a black obelisk for 100 years.
3 Divine power: The weapon has been blessed with power by a god, goddess, demigod, or other powerful supernatural being.  The being may have created the weapon of its own initiative, or blessed it at the behest of a high-level cleric.  Divine powers are always crafted to serve the purposes of the deity, which are not necessarily perfectly aligned with those of the cleric or the church.
4 Enchanted: The weapon has been imbued with magical energy by a wizard or sorcerer.  These weapons tend to be carefully designed with the needs of the maker or the person for whom it is made in mind.
5 Fairy charm: The weapon was created by fairies or other beings from a realm with different physical laws from the primary campaign world.  These enchantments tend to be capricious and unpredictable in the hands of mortals.
6 Heroic weapon: The weapon was wielded by a great hero (or villain) and absorbed some of his or her legendary skill, and perhaps a measure of personality and ethos as well.
7 Runes: The weapon is engraved with runes of power.  These may include runes that channel particular magics or energies, such as fire or light, and the runic true names of creatures to be specially affected by the weapon.  With a read magic spell, runes may be deciphered to reveal the powers and purpose of the weapon.
8 Special material: The weapon's special properties derive from its material composition, possibly in combination with special techniques for forging or shaping it.  The special material may make up the bulk of the weapon, or its edge or striking surface, or even an adornment such as an inlay or jewel.
9 Technology: The weapon is actually an artifact of a technologically advanced society; though its powers seem to be magic, they do not detect as magical and cannot be dispelled.
10 Roll again twice, re-rolling any further results of 10.

Material: Roll 1d20

Magical weapons may appear perfectly ordinary or wildly exotic or just plain odd.  If desired, roll twice or three times: Once for the blade or striking head, once for the haft or handle, and once for adornments such as inlays and pommels.  Materials ordinarily unsuited to weapons, such as gold or glass, or unsuitable for certain weapons (e.g. sword of stone or wood) may be magically durable, or the weapon may just be easily damaged or broken.

1-2 Steel
3 Silver: Will harm creatures normally vulnerable to silver.
4-5 Common alloy: A metallic alloy of no special properties other than steel; e.g. bronze, brass, pewter.
6 Gold or other precious metal
7 Cold-forged iron: May harm some creatures not vulnerable to ordinary or silver weapons.
8 Fantastic metal: Mithril, adamantium, star-metal, or any metal in your campaign that has mystical properties.
9 Special alloy: A metallic alloy that has special properties in the campaign.  For example, dwarven or elven steel.
10 Glass: Any color you like, transparent or opaque.
11 Gemstone: Any precious or semi-precious stone, such as diamond, emerald, ruby, sapphire, opal, jade, topaz, malachite, tourmaline, citrine, pearl (or mother-of-pearl), jasper, coral, etc.
12 Stone: Any non-precious, non-metallic mineral; for example, flint, obsidian, basalt, marble, limestone.
13-14 Bone, animal: From any natural mammal, bird, fish, amphibian, or reptile; includes teeth, tusks, and horns.
15 Bone, human or demihuman
16 Bone, fantastic creature: From creatures such as owlbears, griffons, pegasi, or dragons.  Includes teeth, tusks, and horns.
17 Elemental material: Ice that doesn't melt, solid fire or air, elemental earth, or some other pure elemental matter.
18-19 Common wood: Pine, oak, ash, hickory, or any other wood commonly harvested for carpentry or construction.
20 Fantastic wood: Mallorn, treant, the bark of the World Tree, a branch from a dryad's soul-tree, or any other wood that has magical qualities in your campaign.

Tuesday, February 3, 2015

Random magic weapons

Some time ago, I posted some thoughts on the dullness and other problems of the "plus paradigm" of magic weapons in D&D - every weapon, no matter what other powers it may have, is built on a chassis of plus something to hit and to damage.  If you're as tired of that as I am, you might like this table for generating magic weapons.  It's still possible to get a weapon with a bonus to hit or damage, but probably not both at once, as well as any number of other powers with neither an attack or damage bonus.

I've tried to put together a list of interesting and useful powers, but naturally not every one of them will fit every game.  Feel free to fold, spindle, mutilate, cannibalize, or genetically modify this table and the descriptions of power to suit your own needs and tastes.

How many powers should a weapon have?  I'd say 1 to 4, depending on how powerful you want it to be, but of course that's a completely non-binding suggestion.  Duplicates may either be re-rolled or increase the power or intensity of the effect, as desired.

Roll 1d100:

01-02 Absorbing 
03-04 Animal Totem 
05-06 Armor Destroying 
07-12 Attack Bonus, +1 
13-15 Attack Bonus, +2 
16      Attack Bonus, +3
17-23 Bane 
24-25 Charming
26-27 Concealment 
28-29 Courage 
30      Crushing/Slicing 
31-36 Damage Bonus, +1 
37-39 Damage Bonus, +2 
40      Damage Bonus, +3 
41-43 Detect Enemies 
44-45 Detect Evil 
46-47 Detect Gems
48-49 Detect Magic 
50-52 Detect Metal 
53-54 Detect Water 
55      Dimensional Rift
56-58 Fear 
59-60 Frenzy 
61-63 Healing 
64-66 Holy 
67-68 Hypnosis 
69-70 Leadership 
71-72 Light, Moonlight 
73-74 Light, Starlight 
75-76 Light, Sunlight 
77-78 Nullifying
79-80 Paralyzing 
81      Petrifying 
82-83 Phantom 
84-85 Protection 
86-87 Purity 
88      Reanimating
89-90 Silence
91-92 Summoning 
93-94 Unholy
95-96 Vampiric strike 
97-98 Venom

99-00 Will 

Absorbing: When the weapon is used to strike the killing blow against a creature with a special attack, it absorbs that mode of attack, i.e. fire from a red dragon, petrification from a medusa, or poison from a cobra.  If the special attack causes points of damage, the Absorbing weapon will deal an additional 1d6 points of damage from that attack form.  Otherwise, the effect is exactly as that of the monster, including saving throws allowed, inflicted on a successful attack.  Whenever a new creature is slain with the weapon, the previous attack form is lost and the new one, if any, is gained.  Slaying a foe with no special attack "empties" the weapon until another creature with a special attack is killed.
Animal Totem: The weapon grants the user influence over a class of animals; for example, bears, felines, canines, or birds.  Both normal and giant varieties are affected.  Animals of that type will not attack the wielder while he or she holds the weapon unless charmed or similarly controlled.  Additionally, once per day the wielder may summon animals of the appropriate type if any are within 360' (360 yards outdoors.)  The weapon summons 2 Hit Dice of animals per level of the wielder (minimum of one creature) which serve in any way they are able for 1 turn.
Armor Destroying:  On a successful attack, the weapon reduces the AC of the target's armor or shield by 1 point.  This may be due to rending, crushing, corrosion, or any other sort of damage that seems appropriate.  Only armor worn is affected; armor that is part of a creature's body, or that is entirely magical (e.g. rings of protection) is not affected.  If the armor's benefit is entirely destroyed, the armor is ruined; otherwise, it may be repaired by a competent smith.
Attack Bonus: The weapon confers the given bonus to the wielder's attack rolls.
Bane: A bane weapon is specially enchanted against a specific type of opponent, such as dragons, lycanthropes, undead, constructs, elementals, etc.  Banes come in three strengths (roll 1d6).  Minor (1-3): Increases the damage die of the weapon by one size against the given opponents.  Lesser (4-5): Increases the damage die by one size, roll twice and take higher.  Greater (6):  Increase the damage die, roll twice and apply total.
Charming: Once per day the weapon may be used to cast a charm effect.  Roll 1d6: 1-3 Charm Person; 4-5 Charm Monster; 6 Charm Plant.
Concealment: When not in use, the weapon may be transformed into an innocuous article of jewelry on the wielder's weapon hand or arm.  Small weapons such as daggers become rings, while larger ones become bracelets or bracers.  Any non-attack powers of the weapon remain active and usable in concealed form.
Courage: When the weapon is held aloft, it radiates an aura of courage in a 10' radius.  All allies within the area of effect are immune to fear effects and need not check morale, if applicable.
Crushing/Slicing: On a natural attack roll of 19 or 20, the target must save vs. death ray or be instantly reduced to 0 hit points.  
Damage Bonus: The weapon increases the damage inflicted on a successful hit by the amount given.  Choose or roll 1d6 to determine the source of the bonus.
1 Acid: On command, the weapon drips with corrosive acid.  
2 Fire:  Flames dance along the weapon's edge or striking surface, and may be used to ignite flammable materials
3 Force: The weapon imparts extra impact to each swing.
4 Frost: The blade or striking head of the weapon is constantly glazed with frost, and may be used to freeze small volumes of water or extinguish flames.
5: Keen edge: The weapon is especially sharp.  (Treat as Force for blunt weapons.) 
6: Lightning: Electric sparks dance along the weapon's surface; +1 to hit metal armored opponents.
Detect Enemies: When unsheathed and held, the weapon alerts its user to the presence of a particular type of creatures, such as humanoids, dragons, undead, etc. within 120'.  It may do so by glowing, vibrating, or chiming softly.
Detect Evil: Similar to Detect Enemies, but alerts the user to evil intentions or enchantments within 30'.
Detect Gems: The weapon can sense the presence of gemstones, either cut or uncut, within 60', and will subtly pull toward the richest cache.  
Detect Magic: The weapon can sense the presence of magical effects within 20'.  The exact source cannot be determined, only the presence and the general direction.
Detect Metal: The weapon can sense the presence of metals within 60', and will subtly pull toward the largest mass.
Detect Water: The weapon can sense the presence of fresh water within 360', and subtly pulls toward the largest quantity.
Dimensional Rift: Once per day, the weapon may be used to cut or smash a hole in the fabric of reality.  The user and up to one other creature may pass through it to another location, as either a Dimension Door or Teleport spell.  The rift remains open for 1 round.
Fear: The weapon radiates an aura of fear in a 30' radius.  All enemies of the user within the area have their morale penalized by -1.  Additionally, an opponent struck must save vs. spells or cower in fear for 1d6 rounds.
Frenzy: Each time the weapon is used to strike a killing blow, it gains +1 to attack and +1 to damage, to a maximum of +5.  All bonuses expire when one turn passes in which the weapon is not used to slay a creature.
Healing: Once per day, the weapon user may heal himself or another person or creature.  Roll 1d6 for the strength of the healing magic: 1-3: 1d6+1; 4-5: 2d6+2; 6: 3d6+3.
Holy: The weapon is imbued with holy radiance, emitting constant protection from evil and turn undead effects in a 10' radius.  The weapon user turns undead as if a cleric of 3rd level.  If the user is a cleric of 3rd level or higher, he or she turns undead as if 1 level higher than actual level.
Hypnosis: Opponents are fascinated by the movements of the weapon. By spending one round twirling, swinging, and spinning the weapon, the wielder may mesmerize any creature watching. This includes all creatures in melee with the user, and may include others, at the DM's discretion. Each must make a saving throw vs. paralyzation or be unable to act for the next 1d4 rounds.  
Leadership: Potential hirelings, henchmen, and mercenaries react to the weapon's bearer at +1. As long as the weapon bearer is within 60' they also check morale at +1. Even if a morale check is failed, so long as the weapon user is commanding them, the NPCs will retreat in as orderly a fashion as possible.  A group of two or more NPCs fighting in formation according to the orders of the weapon user receive a +1 bonus to attack rolls and AC.
Light, Moonlight: The weapon radiates light like the pale silvery light of the full moon in a 15' radius.  Lycanthropes within the area of effect must save vs. spells or involuntarily transform to their beast forms.
Light, Starlight: The weapon radiates cold light like that of a starry sky in a 10' radius.  Hidden things illuminated by the light, including traps and secret doors, will be revealed on a 1 on 1d6, or with a +1 bonus if the wielder actively searches.
Light, Sunlight: The weapon radiates warm golden light like the sun in a radius of 30'.  Creatures which are averse to daylight suffer the same penalties within the weapon's glow.
Nullifying: Enchanted items struck by the weapon are deactivated for 1 turn.  This includes both permanent magic items and those affected by a spell.  Spell duration resumes in progress, if any time remains.  This power has no effect on enchantments on creatures, only on items.
Paralyzing: A target struck by the weapon must save vs. paralysis or be held for 1d6 rounds.
Petrifying: A target struck by the weapon must save vs. petrification or be turned to stone.  The wielder of the weapon is aged 5 years.
Phantom: The weapon's blade or striking head is translucent and insubstantial.  It is unhindered by non-magical armor and shields, and can strike incorporeal creatures such as shadows and wraiths.  Magical armor and natural armor such as a dragon's work normally against Phantom weapons.
Protection: The weapon grants a defensive bonus to the user's Armor Class.  Roll 1d8: 1-5 +1; 6-7 +2; 8 +3.  The bonus may be used to defend another creature within reach rather than the weapon user.
Purity: Food or water touched by the weapon will be affected as if by a purify food and water spell.  Additionally, while the weapon is held, the user is immune to the effects of foul smells such as stinking clouds and the stench of troglodytes.
Reanimating: Humanoids slain by the weapon will rise in 2 rounds as zombies under the control of the weapon user.  Up to 2 zombies per level of experience of the user may be controlled at once; any in excess of this number are uncontrolled.  They will not attack the weapon user so long as he holds the weapon, but may attack other members of his or her party.  They may be turned normally.
Silence: The weapon makes no sound when striking any solid material.  Instead, a wave of silence radiates to a 10' range.  Each burst of silence lasts 1 round, and the effect may be repeated as often as desired.
Summoning: Once per day, the weapon may summon a creature to assist in any way the user wishes for 1 turn.  If the weapon contains a bound spirit, this is the bound creature being released to perform the service.  Otherwise, the weapon summons a creature of 6 Hit Dice or fewer, of one of the following types: an angel or demon, a fairy, an elemental being, or a spirit of a dead person or creature.  Exact creature type and statistics are left to the DM to determine.
Unholy: The weapon radiates unholy power in a 10' radius.  This acts as a protection from evil spell, but against good creatures.  Additionally, the user may attempt to control undead by making a turning roll as if a 3rd level cleric.  A cleric of 3rd level or higher makes the turning roll at one level higher than his actual level.
Vampiric:  The weapon transfers half of the damage caused to creatures struck, rounded down, to its user.  The user may not increase his or her hit points beyond the normal maximum, and may not absorb more hp than the target actually has, regardless of the damage roll.
Venom: A creature struck must save vs. poison or suffer 1d6 points of damage per round for 1d6 rounds.  Creatures immune to poison are unaffected.
Will: The wielder of the weapon is immune to the effects of mind-affecting magic such as sleep and charm spells as long as the weapon is held.


More tables of weapon features to come, including materials, source of powers, quirks and hindrances to make weapons a little more interesting, and minor powers appropriate for low-level characters and low-magic campaigns!

Monday, February 3, 2014

Weapons are more than their stats

My post about weapon damage yesterday earned a mild and entirely justified rebuke from Brendan of Necropraxis, who pointed out that even a straight 1d6 weapon damage system doesn't necessarily make weapon choice purely an issue of style.  While I do prefer my combat stats just a wee bit crunchier than straight 1d6, I found his point that weapons can be distinguished by other factors, both in and out of combat, worthy of a follow-up post.  What's more, these factors need not be codified in stats - in fact, an intuitive approach may be best.  (Trying to stat up every function of a weapon draws one into the trap of thinking that it can't do anything but what the rules explicitly say it can do, a trap that I have to admit I fell into a bit.  Sometimes less airtight rules encourage a broader view of things.)

First, there are differences in how various weapon types might affect the physical forms of different monsters.  In B/X, there's no rule that says skeletons take less damage from slashing or piercing weapons than from bludgeons, but it makes a great deal of sense.  There's a lot of empty space between those bones, and no flesh to slash with a blade.  A sword might do some impact damage, but it seems intuitively obvious that you won't do it much harm with a dagger or an arrow or a spear-thrust.  Breaking those bones with a stout blunt instrument seems like the best bet.  But hey, maybe the player wants to use the haft of her spear like a quarterstaff?  Why not?  It makes perfect intuitive sense, without needing to be hard-coded into the rules. 

What happens if you smack the resilient substance of a gelatinous cube with a club?  What about when the finely-honed edge of a sword meets the unyielding surface of a stone golem?  Our basic understanding of how the physical world works suggests that the sword is better for carving up a living Jell-o mold, and a blunt weapon is better for beating a golem to rubble. 

You don't need a bunch of new stats for each weapon, or each monster, just a blanket declaration that weapons that seem completely unsuited to harming a particular creature do half damage, or 1 point, or whatever, and apply it whenever common sense tells you that it's applicable.

Then there are the non-combat uses of weapons.  If you want to emphasize exploration over combat, it makes all the sense in the world to play up the differences between weapons as tools.  You can drive iron spikes with a war hammer in a pinch, or perhaps with the back side of your battle axe, if it doesn't have another blade or a spike there.  You want to pry the gemstones out of that throne?  I hope you have a dagger handy, because your fingers aren't going to do the job.  Forgot your ten-foot pole?  No problem, if somebody's got a spear, staff, or polearm to hand.  Heavy wooden door blocking your way?  Better have an axe, because you're not going to do more than mess up its finish with a sword or club.  The odd little hooks and flanges on many polearms make them great for retrieving items out of arm's reach. And so on, to the limits of player imagination...

In short, if a character tries to do something that experience or common sense suggests requires a tool, the DM is perfectly justified in asking what he's using to accomplish the task, and quite often a weapon makes an admirable stand-in for a common tool.  It's up to the players to think outside the box, of course, but it's up to the DM to encourage that by rewarding them with success when their idea makes good sense, whether the rules expressly endorse it or not.


Sunday, February 2, 2014

Tweaking weapons and damage

Weapon damage is kind of a contentious thing in D&D.  There are quite a few different methods, and probably dozens if not hundreds of tweaks and variations on each.

There's straight 1d6 for everything (possibly "roll twice, take higher" for big two-handed weapons.)  This has simplicity on its side, but it also makes choice of weapons pretty much pure fluff.

There's the optional variable weapon damage rule from B/X, which feels better intuitively to me, but also makes it incredibly obvious which weapon is "best."  (It's the one with the highest damage die, possibly mitigated by the inability to use a shield.)  Likely to result in Every Fighter Wields a Sword.

There's damage by class or Hit Die.  Fighters and dwarves always do 1d8.  Clerics, elves, and halflings do 1d6.  Thieves do 1d6 or 1d4, depending on the DM's concept of the class.  Magic-users do 1d4.  It does a good job of enforcing the combat supremacy of the fighter class, but once again, the actual choice of weapon is merely one of style.

There's the Weapon Mastery system of BECMI.  It looks cool on paper, but in practice it can be a bit of a nightmare, the huge damage increases and other benefits can be wildly unbalancing, and a character who specializes in a single weapon will tend to be vastly superior to one who studies more broadly.

There's the weapon proficiency and specialization of AD&D, the primary effect of which seems to be giving fighters a damage bonus with a chosen weapon.

Some of those are closer to my ideal than others, but none is completely satisfying.  What I want is something that's simple, makes weapon choice matter, and makes fighters better at dealing damage.  Here's what I've come up with:



1d2 damage unarmed
1d4 damage for light or crude weapons, such as daggers, clubs, hand axes, and slings
1d6 for medium weapons, including all other one-handed weapons plus the quarterstaff.  Note that this includes the traditional "normal sword," which is no longer the obviously superior choice for every fighting man, as well as the battle axe.
1d8 for heavy weapons that must be wielded two-handed, such as polearms and two-handed swords

Fighters use the next higher die for all weapons.  A fighter thus does 1d6 with a dagger, 1d8 with a sword or mace, and 1d10 with a two-handed sword.
Dwarves (if you're using B/X race-classes) step up one die for traditional dwarven weapons.  In a traditional fantasy world, that's probably axes and hammers.
Elves step up one die for traditional elven weapons.  Sword, spear, and bow are typical.
Halflings step up one die for traditional halfling weapons.  As far as I'm concerned, that's only the sling.  Hey, they may be decent fighters, but halflings aren't supposed to be damage-dealing juggernauts.

All other classes use "allowed" weapons at base damage.  If using a weapon not allowed for their class, they drop one die size.  (Clerics may suffer other penalties for using proscribed arms, but that's another matter.)  For example, a magic-user using a sword (a one-handed 1d6 weapon) would do 1d4 damage.  With a two-handed sword, he'd do 1d6.  He can do so as a matter of style, if the player likes, but it's not going to gain him any advantage over using a dagger or staff.

Weapons that are normally used one-handed but can easily be used two-handed, such as clubs, battle axes, and bastard swords, step up one die size when wielded with both hands. This is cumulative with fighter bonuses.  A fighter using a club two-handed would step up two dice, to 1d8.




Fighting with a weapon in each hand grants +1 to damage.  The second weapon must be a light one.

The overall effect comes pretty close to the class-based damage model, but allows some room for weapon choice to have an effect.


To distinguish weapons a little bit more and make weapon choice more meaningful:


Swords do +2 damage to unarmored and lightly armored opponent, i.e. leather or less.  Monsters with AC6 or better that isn't due to agility and dodging are considered heavily armored for this purpose.

Heavy impact weapons such as maces, war hammers, battle axes, and various polearms gain +2 to hit vs. chain mail or heavier armor, representing their real-world use in defeating armor.

Spears do +2 damage to large opponents, due to their ability to penetrate deep into flesh, where other weapons have difficulty doing more than superficial damage.

Quarterstaves grant a bonus to AC as if the wielder had a shield.

Crossbows are +2 to hit everything, but fire every other round.



That's it.  Not overly complicated, I hope; at least it doesn't offend my B/X sensibilities too badly.  Next time I get a chance to run a game, I'm going to give this a whirl.

Sunday, January 6, 2013

Pondering "plus" paradigm of magic weapons

One of the first things in D&D with which players and DMs become jaded, I think, is the "plus something" model of magical weapons.  At least, that was and is true for me. 

The whole "plus something" weapon mechanic smacks strongly of what I've come via the OSR to understand as an effect-first mechanic.  It exists not to model any particular fictional power of a weapon, but to grant bonuses to attack and damage rolls.  While that does allow DMs and gaming groups to decide for themselves in post-hoc fashion what exactly those bonuses represent, that's addressed barely or not at all in the rule sets with which I'm familiar.  Moreover, any +1 weapon is as good as any other +1 weapon of the same type, regardless of the "fluff" any particular DM or setting attaches to it. 

The "plus something" model also contributes to inflation of the power curve and the devaluation of magical weapons in general.  You stick a +1 sword in the dungeon, and the party finds it.  That +1 to hit and damage seems pretty trivial right now, but remember that it applies to pretty much every opponent the sword's wielder might face.  It's universally effective.  There's little or no reason why anyone might want to use a different magical weapon based on in-game circumstances.  So where do you go from there when you roll up the next treasure hoard with a magical weapon?  Once everyone in the party who can use one has a +1 sword, any further one you might place is just redundant, and you either have to allow them to sell it or make excuses why they can't and have them accumulate closets full of weapons for which they have no practical use.  ("Another sword +1?  Just put it with the others.")  One solution is simply to be very, very stingy with magical weapons, but unless there are cool non-magical things on which to spend loot with purely monetary value, a dearth of magic makes finding a hoard of treasure a ho-hum experience.  Or, you could grit your teeth and start placing +2 swords...

Sure, there are other powers to add to weapons, especially in the Expert Set and onward.  They certainly add some welcome variety, but in the rules as written they're always applied to a platform of plus-something.  You don't just have a sword that flames or extinguishes flames, you have a sword +1 of flaming or a sword +2 of extinguishing.  In other words, it's just more power creep as powers are stacked on top of bonuses. 

Instead of starting with an assumption of pluses to hit and damage, what if we started with none at all?  Attack and damage bonuses wouldn't have to be done away with entirely; they simply would not be present in every magical weapon by default, nor would an attack bonus and a damage bonus necessarily be present in the same weapon.  Attack bonuses, damage bonuses, and other mechanical effects can then be applied to weapons based on a meaning-first construction.

For example:

Hero weapons:  Formerly wielded by great heroes (or villains), these weapons have absorbed some of their wielder's combat prowess.  When used by a new wielder, this knowledge is imparted subconsciously - he finds himself able to anticipate his opponent's moves and counter them with techniques of a more seasoned warrior, conferring a bonus of +1 to +3 to attack rolls.

Rune weapons: Inscribed with the runic true-names of particular species or types, which hold power over those creatures, these weapons deal +1 to +3 damage against the appropriate creature type only.  A dragonbane sword does extra damage against dragons, while one inscribed with the rune for ogres does extra damage against them.  The runes can be deciphered, and thus the weapon's properties deduced, with a read magic spell.

Flaming:  The blade or striking surface of the weapon will burst into flames (possibly strangely or spectacularly colored) on command or when a specific condition is met (i.e. the sun is out or undead are near.)  The flame causes extra damage (either +1 to +3, or double, or roll twice take highest) to creatures notably vulnerable to fire, like yetis and white dragons.  It may also ignite flammable materials (10% chance per hit in combat).

Holy:  The weapon can strike unholy and blasphemous creatures, such as undead, which are immune to normal weapons.  

Wolf-bane: Made of enchanted silver with the durability of steel, and capable of  harming any creature that can be harmed by ordinary silvered weapons.  Especially appropriate if ordinary silver weapons in the campaign are subject to damage or wear

Enemy detection:  When hostile creatures are near, the weapon emits a glow or vibration, the intensity of which is proportional to either the magnitude of the threat or the proximity of the enemies.  May also be a feature of rune weapons, indicating the presence of its target creatures.  The swords in Tolkien's Middle-earth which glow when orcs are near are a good example.

Bound spirit:  The weapon holds a bound spirit of some sort, such as a demon, angel, ghost, or elemental.  Powers conferred on the weapon could be nearly anything, and the bound spirit may exert influence or control over the wielder, either subconsciously if the spirit is dormant or non-sapient, or consciously in the manner of an intelligent sword.

All sorts of other effects are possible, of course, greater and lesser, combat and non-combat.  Light, invisibility, energy drain or defense against it, charm, detections of various things, stunning, paralyzing, poison, fear, and more are all viable, useful, and interesting powers for weapons.  There's no reason at all that these couldn't stand on their own, without the need for an underlying plus-something bonus.  Rather, they should be on equal terms with attack bonuses and damage bonuses, with none considered "must have" or essential to the very concept of magical arms.  In doing so, the potential for variety is expanded, and the potential for power creep is lessened.  A "hero" sword with +1 to hit is distinct from a "rune" sword with a +1 damage against orcs or a flaming sword with no pluses at all, without any being objectively and universally "better."

It might be worthwhile to cobble together an alternative magic weapons random table using this philosophy.  Is there any interest in such a thing?

Wednesday, May 23, 2012

Creative cursing

I've never been too impressed with how curses on weapons are handled in D&D.  A penalty to hit and damage instead of a bonus...yawn.  There's no flavor or mystery to it, just basic subtraction.  When I think of a curse, I think of a terrible price paid for some meaningful benefit, or a penance for the sins of a past wielder, not a penalty for just picking up a sword.

The standard sword -1 format need not be abandoned completely, but these curses are intended for weapons that have useful abilities, perhaps even powerful ones.  In some cases, a character may bear the curse willingly to keep the weapon, particularly in a campaign in which magic weapons in general are scarce. 

Justice: Whenever the weapon is used to kill a creature of good alignment, or one not guilty of any wrong, the wielder must save vs. Death Ray or be struck dead on the spot.  Appropriate for a weapon once carried by a fallen paladin or knight.

Sorrow:  Before the wielder rolls to hit on any attack that could kill the target (i.e. the target has fewer hp remaining than the weapon's maximum damage) he must save vs. Paralysis or be struck numb with remorse for his intended actions and unable to act for 1d4 rounds.  Perhaps the weapon once belonged a warrior who regretted the lives he had taken during his career.

Taint of blasphemy:  The weapon's bearer is subject to turning by clerics of Lawful or good disposition, and if he steps into a temple or other hallowed ground of a good faith, he must make a saving throw vs. Spells each round he remains there or suffer 1d3 points of damage.  Pious people will sense something amiss as well, and may shun the character.  This weapon may have been owned by a cleric who betrayed his faith in some heinous way.

 Enemies' ire:  When combat is joined, the most powerful adversary will make every effort to attack the wielder.  In the case of encounters with a single enemy, it will always choose to target the weapon user if at all possible.  The weapon was likely the property of someone who boasted once too often of his combat prowess.

Death's shadow:  People are deeply uneasy in the presence of the weapon bearer for reasons they can't identify, and they will greatly desire to leave his presence as soon as possible.  NPCs and monsters react with a -3 penalty.  By contrast, undead creatures are drawn to the bearer as if he were a kindred soul, and beckon him to take his proper place among them.  Very likely the weapon belonged to someone who cheated death or fate.

Rage:  When combat begins, the wielder becomes enraged.  When combat would normally end, whether by defeating all enemies, surrender, or flight, the wielder of the weapon must make a saving throw vs. Spells each round or continue to attack the closest target, friend, foe, or neutral.  Perhaps the weapon belong to a wrathful or ill-tempered person who slew a friend in anger.

Burglar's bane:  Whenever the weapon's bearer tries to sneak or move stealthily, he must save vs. Paralysis or the weapon betrays him by slipping from its sheath to clatter to the floor, or if held, causing a sudden tic of the hand to make the character drop it or strike some noise-producing surface.  Rumor has it this weapon belonged to a thief who stole from his companions for many years before being caught, cursed, and banished from the group forever.

Mariner's curse:  If the weapon bearer should fall into any body of water, the weapon drags him like a stone to the bottom, and he is unable to let go of it.  Likely the bane of many an unlucky sailor.

Monstrous deformity:  The bearer of the weapon begins to develop features of some type of monster - scaly skin, yellow eyes, warts, thickened and elongated nails, clumps of wiry body hair, etc., and perhaps some of its tastes and habits as well - an appetite for raw meat, aversion to sunlight, or some such.  This might occur with a weapon that grants powers or abilities reminiscent of a particular monster type (e.g. a sword that allows the user to sense the presence of gold may make him resemble a dragon; one that drains energy levels might give him the deathly pallor of a wight) or one meant to combat a specific type or class of monsters.  A character with a cursed sword +1, +2 vs. goblins might start to resemble a goblin in appearance and habits.  ("He who fights with monsters might take care lest he thereby become a monster." -- Friedrich Nietzsche)

Nightmares:  The bearer of the weapon is plagued with terrible nightmares, and each night must make a saving throw vs. Spells or awaken unrefreshed, healing no damage naturally and unable to memorize spells.  If that throw is failed, a save vs. Death Ray must be made, with each failure resulting in a loss of one point of Wisdom.  A successful night's sleep will restore 1d4 lost points.  If the character's Wisdom drops below 3, he has lost his grip on reality and become insane.  The insanity is permanent, unless treated with a Cureall spell or similar powerful healing magic.


Pestilence:  The weapon attracts insects and vermin, which begin to infest the bearer's clothing and rations.  He will eventually be infected with any number of disfiguring and debilitating diseases, but the weapon's curse prevents any of them from killing or disabling him - any debilities are token only, imposing no more than a -1 penalty to any action.  NPCs are likely to act with revulsion and may refuse to deal with the character at all, and his diseases are communicable to others.  A Cure Disease spell functions normally, but the sicknesses will return soon so long as the weapon remains in the character's possession. 


Changeling:  This weapon was made by fey enchanters, and never meant for mortal hands.  When wielded by a mortal, the fey magic sometimes overwhelms him.  On any natural roll of 1 or 20, an unexpected magical effect occurs.  (A chart of such effects will need to be adopted or developed.)  In all likelihood, the weapon was stolen from the faerie court by a mortal too clever for his own good; the faeries may be actively seeking it, which may add to the current bearer's troubles.


Spell magnet:  The weapon draws magical energy to itself.  Any spell cast at a target within five feet of the bearer arcs over to the weapon instead, and is conducted along it and into him.  A normal saving throw applies to resist or reduce the effect.  If the spell is cast directly at the bearer, the curse draws in so much of the magical energy that a -2 penalty applies to the saving throw.


Eternal peril:  The weapon calls silently to monsters.  While it is carried, the chances of random encounters double.


Power siphon:  The weapon's bonus to hit and damage functions, but by drawing life energy from the wielder.  On each successful hit, the wielder loses hit points equal to the weapon's bonus.  A character attacking an enemy with a +2 sword does get a +2 bonus to hit, and if he hits does +2 damage, but takes 2 hit points of damage himself.  No damage is incurred on a missed attack.











Saturday, March 17, 2012

Magical magic III - Arms and armor

Magic weapons - the stuff of legend, or the stuff of min/max munchkinism?  It all depends on how you use it and portray them in the game. 

There are two basic factors I can think of that would influence a player to choose for his character to use a particular weapon:
1) Effectiveness in combat.  A 1d8 weapon is better than a 1d6; a +2 is better than a +1. 
2) Because, in a role playing aesthetic sense, it's cool.  It complements or expands his or her conception of the character, adds flavor and flair, and connects the character to the campaign world.

The first is built right into the D&D game, and in the absence of deliberate emphasis on the second, is probably going to be the criterion to which most players default.  If that's how you enjoy playing the game, nothing else need be done.  The truth of the matter is that combat stats are always going to factor into weapon choice.  If you want them to be less of a factor, you just need to introduce some other factors that a player will have to weigh against the power of the attack bonus.

Two primary non-game mechanic ways to add color to weapons come to mind:  physical description and backstory.

What does the weapon look like?  Is it plain or ornate?  Is it made of typical or exotic materials?  Is it engraved or inlaid with designs or runes?  Is it adorned with precious stones, feathers, shark's teeth?  Is there a motif or theme to it?  A google image search returns pages and pages of fantasy swords, maces, axes, daggers, or whatever other weapon you care to see, if you're in need of inspiration.  If your players are fond of visual aides, print them off and paste them to 3x5 cards to hand out when the party finds the weapon.  (If you're of a Lawful persuasion, you may want to stick to images labeled for re-use, but hey, I'm not here to judge.)

Who made it?  For whom was it made?  Was it made for a specific purpose?  Where and how long ago?  Who has owned it and what has happened to it since then?  What notable deeds have been accomplished with it?  Does it have a name?

Ideally, both of those facets should be linked together, and possibly linked with the basic weapon stats and powers as well.  You can use any one of them as a starting point.

A few examples:

A sword+1 of charming commissioned by a dashing, romantic swashbuckler.  A slender elegant weapon with engraved thorny vines wrapping around the hilt and running the length of the blade.  In the pommel is a large ruby cut to resemble a rose blossom. 

A mace+1, +3 vs. magic users, crafted by a church hierarch for a famous witch hunter.  The haft is of plain, polished white oak with a sacred verse condemning the blasphemies of arcane magic carved along its length; the head is an elongated ball of cold-wrought iron plated in silver and engraved with runes of power.

A dagger+2 of holding commissioned by a master thief to assist her in daring robberies.  The thin, straight blade is made of dull, non-reflective steel.  The hilt is wrapped in fine wire in the pattern of a spider's web, with a round onyx set in the pommel.

A battle axe +2 made for a cruel warlord.  A wickedly sharp crescent shaped blade of gleaming steel with ornate inlays of black metal depicting demonic fanged faces, topped with a long spike.  The haft is of blackened ironwood.

It's not difficult to imagine players choosing or eschewing each of these weapons on the basis of its appearance and whether or not it harmonizes with the player's concept of his character.  A brooding barbarian might despise the rose sword, while a noble knight might be reluctant to take up the warlord's axe. 

It's even conceivable that players might become attached to a weapon that's become part of a character's signature style, and won't want to part with it even for a statistically superior one.

But wait, there's more!  What if you never told players exactly what the combat bonuses of their weapons were?  Just keep a record in your own notes, and apply them as needed.  Surely that would tilt the balance of coolness vs. combat stats even further in the direction of the former. 

Of course, you need to tell your player something about what effect his sword is having, which brings up another facet of description.  Unfortunately, as far as I know, no rule book has ever really explained how magical arms and armor work in-world.  They give bonuses to hit and damage or to armor class, but those pluses are completely disassociated from whatever in-game effects actually produce them.  You'll need to have an in-world explanation of how they work, so you'll have something to describe to players without simply reciting numbers.  Even if keeping weapon stats secret from your players isn't your style, I think being able to articulate what's actually happening when Cedric the fighter swings his enchanted sword at the dragon adds to the experience.  Here are a few ideas that come to mind.

1)  The weapon augments and synergizes with the combat skill of the wielder.  Perhaps over years of being used by heroes of legendary skill, their combat techniques imprint upon the weapon.  A new user finds himself moving more smoothly in combat, and reflexively using maneuvers he hadn't previously mastered, as if the weapon itself were guiding his hand.  (This way has some awesome potential in what it implies about really powerful weapons.  A sword+5 may very well have been used by not one, but several of the most renowned heroes or villains in the campaign world's history through the ages.  Perhaps a non-magical weapon could even spontaneously become enchanted in this way.)

2)  The weapon or armor may be unnaturally hard and durable, able to hold a keener edge or point (blades or piercing weapons,) pound through defenses (blunt weapons,) or resist those things (armor) better than those made of ordinary materials. 

3)  The weapon might discharge pure magical energy, similar to that of a magic missile, into the target on contact, breaking through defenses and causing more harm. 

4)  The weapon may be fortified with some substance that's anathema to a specific creature or class of creatures, like holy water for undead or wolfsbane for lycanthropes. 

Of course, there doesn't have to be one way that all magic weapons in the campaign work.  Some might be 1's, some 2's, some 3's, or something else entirely.  The exact method is part of the flavor of a particular weapon.

And that's it for magical armaments.  I didn't see much reason to rehash scarcity here, and I think I'll save the topic of applying conditions and costs to weapons for another post.