Weapons do d6. You have to end at 0 points for a common weapon or 1 point for a military one.
- Increase damage to d8 - 1 point.
- Increase damage to d10 - 2 points.
- +1 damage - 1 point.
- +1 to hit - 1 point.
- Light - costs 1 point. Lets Dexterity be used for melee attacks with this weapon.
- Reach - costs 1 point.
- Short range - 1 point.
- Medium range - 2 points.
- Long range - 3 points.
You can get extra points to spend by:
- Decrease damage to d4 - Gives 2 points.
- Two-handed - Gives 1 point. heavier, increased cost, can't use a shield or off-hand.
I'm intending this for a sort of crazy dungeon hex crawl where characters may have come from many backgrounds and will be encountering who knows what. I wanted a way PCs and monsters to wield basically whatever they could describe, but also something about the Dungeon World-style "this class rolls this die for damage no matter what they wield" approach didn't feel right here.
Some examples of trope weaponry:
Unarmed
d4 (-2) + light (1) = -1.
A special case that is intentionally not as good as other options.
Club
d6 = 0.
Knife
d4 (-2) + light (1) + +1 to hit (1) = 0.
Sling
d4 (-2) + medium range (2) = 0.
Spear
d4 (-2) + reach (1) + close range (1) = 0.
Staff
d8 (2) + two-handed (-2) = 0.
Battleaxe
d6+1 (1) = 1
Bow
d6 (0) + long range (3) + two-handed (-1) = 2
This one doesn't fit the pattern, which likely means it costs a lot more money, which bows do, so that works out. You could imagine a simpler hunting bow of medium range and normal cost, but that is functionally a:
Crossbow
d6 (0) + medium range (2) + two-handed (-1) = 1
Dagger
d4 (-2) + close range (1) + light (1) + +1 to hit (1) = 1
Great Sword
d10 (2) + two-handed (-1) = 1
Hand Axe
d4 (-2) + +1 damage (1) + close range (1) + light (1) = 1
Longsword
d8 (1) = 1
Mace
d6 (0) + +1 to hit (1) = 1
Polearm
d8 (1) + reach (1) + two-handed (-1) = 1
Rapier
d6 (0) + light (1) = 1
Frog Tongue:
ReplyDeleted4 (-1) + reach (1) + +1 to hit (1) = 0
It works! :)
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