Sunday, March 16, 2014

Point-buy weaponry idea


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

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