Showing posts with label weapons. Show all posts
Showing posts with label weapons. Show all posts

Wednesday, May 16, 2018

Dog Weapons

Retrieving bolts
    Golden-tufted crossbow bolts. Feel kind of stupid in the hand.
    Drag struck creatures backwards.

Dirt knife
    Jumpy dagger with itchy, stocky, wire-wrapped handle.
    Vermin bane.

Flushing spear
    Long spear with a bifurcated, wavy head.
    Strains towards nearest hiding creature, granting holder advantage to find them.

Pit cestus
    Stinky, tooth-studded bandages with a thick metal ring around the middle knuckles.
    Advantage to maintain (not enter or escape) a grapple.

Barrel-down greatsword
    Huge blade is perpetually cold and damp. Banded, barrel-like wooden handle.
    Once per day, dispenses medicinal brandy from handle (as healing potion, plus tipsy).

Hounding blade
    Baying is heard in the distance when this short sword is drawn.
    Checks to track anyone hurt by this blade have advantage until the wound is healed.

Puppy shot
    Wiggly and soft arrows, bolts, or stones.
    For each damage that would be dealt, instead a healthy puppy drops to the ground. If reared to adulthood, might have hints of struck creature.


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