Yesterday I posted my version of Trent B’s Hack.
In Trent’s hack everyone does a d6 damage and Fighters do a d8 and I adopted that into my hack, with slight alterations: Fighters d8, Cleric and Druid d6, Sorcerer d4 (except quarterstaff d6).
Trent has his own rules for dual wielding and 2h weapons, but I have it as roll two die and take the highest of the two for 2h weapons and dual wielding either gives you +2 AC or +2 attack, your choice. You need a min of 13 in strength and dexterity respectively to use these options.
Let’s cut out the fat and look at this as a rule as written:
Damage:
Fighters d8, clerics and druids d6, sorcerers d4 (except d6 with quarterstaff)
Dual wield (min 13 dex)- +2 AC or +2 Attack.
Two handed weapons (min 13 str)- roll two of damage die type, take highest of the two.
Ranged Weapons- Bows/slings- move and fire (35 yards). Crossbows +2 hit/dmg- 1 round immobile to load.
Boom! That’s it!
What I like about these rules is their utter simplicity. It keeps the fighter on top for weapon damage (where they should be), there is no convoluted charts and tables for various weapons, and due to that there is no need to create a shit ton of rules to regulate who/what can use these weapons.
If you have someone who wants to play a spiked chain wielding sorcerer, awesome! He does a d4 damage with it due to lack of training with various weapons, but he can still feel cool (and like a badass) by going into the fray with a big spiked fucking chain.
Other games I’ve seen that have weapons doing a variety of damages A) have HUGE tables of weapon choices with tons of stats, etc (see below); B) rules of attribute requirements for many of them to keep various classes from using them; C) The need to justify why a weapon does the damage that it does. Why does a Great Axe do 1d12 and a Great Sword do 2d6 damage? Why does a long spear do 1d10 damage?; D) And/or an edges/feats system that require a character to dump rewards into so as to gain the use of a weapon type.
Think of 3.x/Pathfinder- to use a Spike Chain you have to take the feat Exotic Weapon Proficiency (Spiked Chain) to use it (and it doesn’t even do that much damage unless you also take feats to let you fight with two weapons at once without suffering massive modifiers).
I am NOT knocking the variety weapon damage system that many games use (also classless games would be difficult to nail down damage without a variety weapon system). I’m just stating that I’m really digging weapon damage by class and the reasons why…
Again lets look at this:
Damage:
Fighters d8, clerics and druids d6, sorcerers d4 (except d6 with quarterstaff)
Dual wield (min 13 dex)- +2 AC or +2 Attack.
Two handed weapons (min 13 str)- roll two of damage die type, take highest of the two.
Ranged Weapons- Bows/slings- move and fire (35 yards). Crossbows +2 hit/dmg- 1 round immobile to load.
VS
Weapons (This is from Pathfinder RPG that I put into my other Hack)
|
Weapon |
Cost |
Dmg (S) |
Dmg (M) |
Dmg (L) |
Range |
Type |
Special |
|
Unarmed Weapons |
|||||||
|
Unarmed |
- |
1d2 |
1d3 |
1d4 |
- |
B |
Nonleathal |
|
Gauntlets |
2gp |
1d2 |
1d3 |
1d4 |
- |
B |
- |
|
Light Melee Weapons |
|||||||
|
Axe, Throwing |
8gp |
1d4 |
1d6 |
1d8 |
10ft |
S |
- |
|
Dagger |
2gp |
1d3 |
1d4 |
1d6 |
10ft |
P & S |
- |
|
Dagger, Punching |
2gp |
1d3 |
1d4 |
1d6 |
- |
P |
- |
|
Gauntlet, Spiked |
5gp |
1d3 |
1d4 |
1d6 |
- |
P |
- |
|
Hammer, Light |
1gp |
1d3 |
1d4 |
1d6 |
20ft |
B |
- |
|
Handaxe |
6gp |
1d4 |
1d6 |
1d8 |
- |
S |
- |
|
Mace, Light |
5gp |
1d4 |
1d6 |
1d8 |
- |
B |
- |
|
Sickle |
6gp |
1d4 |
1d6 |
1d8 |
- |
S |
Trip |
|
Starknife |
24gp |
1d3 |
1d4 |
1d6 |
20ft |
P |
- |
|
Sword, Short |
10gp |
1d4 |
1d6 |
1d8 |
- |
P & S |
- |
|
Weapon |
Cost |
Dmg (S) |
Dmg (M) |
Dmg (L) |
Range |
Type |
Special |
|
One-Handed Melee Weapons |
|||||||
|
Battleaxe |
10gp |
1d6 |
1d8 |
1d10 |
- |
S |
- |
|
Club |
- |
1d4 |
1d6 |
1d8 |
10ft |
B |
- |
|
Flail |
8gp |
1d6 |
1d8 |
1d10 |
- |
B |
Disarm and Trip |
|
Longsword |
15gp |
1d6 |
1d8 |
1d10 |
- |
S |
- |
|
Mace, Heavy |
12gp |
1d6 |
1d8 |
1d10 |
- |
B |
- |
|
Morningstar |
8gp |
1d6 |
1d8 |
1d10 |
- |
B & P |
- |
|
Scimitar |
15gp |
1d4 |
1d6 |
1d8 |
- |
S |
- |
|
Shortspear |
1gp |
1d4 |
1d6 |
1d8 |
20 ft |
P |
- |
|
Sword, Bastard |
35gp |
1d8 |
1d10 |
1d12 |
- |
S |
- |
|
Trident |
15gp |
1d6 |
1d8 |
1d10 |
10ft |
P |
Brace |
|
Warhammer |
12gp |
1d6 |
1d8 |
1d10 |
- |
B |
- |
|
Whip |
1gp |
1d2 |
1d3 |
1d4 |
- |
S |
Disarm, Nonleathal, Reach, Trip |
|
Weapon |
Cost |
Dmg (S) |
Dmg (M) |
Dmg (L) |
Range |
Type |
Special |
|
Two-Handed Melee Weapons |
|||||||
|
Chain, Spiked |
25gp |
1d6 |
2d4 |
1d10 |
- |
P |
Disarm and Trip |
|
Falchion |
50gp |
1d6 |
2d4 |
2d6 |
- |
S |
- |
|
Flail, Heavy |
15gp |
1d8 |
1d10 |
1d12 |
- |
B |
Disarm and Trip |
|
Glaive |
8gp |
1d8 |
1d10 |
1d12 |
- |
S |
Reach |
|
Greataxe |
20gp |
1d10 |
1d12 |
2d6 |
- |
S |
- |
|
Greatclub |
5gp |
1d8 |
1d10 |
1d12 |
- |
B |
- |
|
Greatsword |
50gp |
1d10 |
2d6 |
2d8 |
- |
S |
- |
|
Halberd |
10gp |
1d8 |
1d10 |
1d12 |
- |
P & S |
Brace and Trip |
|
Lance |
10gp |
1d6 |
1d8 |
1d10 |
- |
P |
Mounted Only |
|
Longspear |
5gp |
1d6 |
1d8 |
1d10 |
- |
P |
Brace and Reach |
|
Quarterstaff |
- |
1d4 |
1d6 |
1d8 |
- |
B |
Double |
|
Scythe |
18gp |
1d6 |
2d4 |
1d10 |
- |
P & S |
Trip |
|
Spear |
2gp |
1d6 |
1d8 |
1d10 |
20ft |
P |
Brace |
|
Weapon |
Cost |
Dmg (S) |
Dmg (M) |
Dmg (L) |
Range |
Type |
Special |
|
Ranged Weapons |
|||||||
|
Blowgun |
2gp |
1 |
1d2 |
1d3 |
20ft |
P |
ROF- 2 |
|
Darts (10) |
5sp |
- |
- |
- |
- |
- |
- |
|
Bolas |
5gp |
1d3 |
1d4 |
1d6 |
10ft |
B |
Nonleathal and Trip |
|
Crossbow, Hand |
100gp |
1d3 |
1d4 |
1d6 |
30ft |
P |
- |
|
Bolts (10) |
1gp |
- |
- |
- |
- |
- |
- |
|
Crossbow, Heavy |
50gp |
1d8 |
1d10 |
1d12 |
120ft |
P |
ROF- ½ |
|
Bolts (10) |
1gp |
- |
- |
- |
- |
- |
- |
|
Crossbow, Light |
35gp |
1d6 |
1d8 |
1d10 |
80ft |
P |
- |
|
Bolts (10) |
1gp |
- |
- |
- |
- |
- |
- |
|
Dart |
5sp |
1d2 |
1d3 |
1d4 |
20ft |
P |
ROF- 3 |
|
Javelin |
1gp |
1d4 |
1d6 |
1d8 |
30ft |
P |
- |
|
Longbow |
75gp |
1d6 |
1d8 |
1d10 |
100ft |
P |
- |
|
Arrows (20) |
1gp |
- |
- |
- |
- |
- |
- |
|
Longbow, Comp |
100gp |
1d6 |
1d8 |
1d10 |
110ft |
P |
Strength (Min 14) |
|
Arrows (20) |
1gp |
- |
- |
- |
- |
- |
- |
|
Net |
20gp |
- |
- |
- |
10ft |
- |
Tangle |
|
Shortbow |
30gp |
1d4 |
1d6 |
1d8 |
60ft |
P |
- |
|
Arrows (20) |
1gp |
- |
- |
- |
- |
- |
- |
|
Shortbow, Comp |
75gp |
1d4 |
1d6 |
1d8 |
70ft |
P |
Strength (Min 12) |
|
Arrows (20) |
1gp |
- |
- |
- |
- |
- |
- |
|
Sling |
- |
1d3 |
1d4 |
1d6 |
50ft |
B |
- |
|
Bullets (10) |
1sp |
- |
- |
- |
- |
- |
- |

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July 26th, 2012 at 11:17 am
While I tend to prefer more complicated games, this is a really elegant solution for a more streamlined game.
July 26th, 2012 at 11:58 am
*Philo- Thanks
As I said, not knocking more complicated systems as A) I’ve played them and B) I understand their usefulness and appeal..
Just more than this works well for a very rules light game
July 26th, 2012 at 11:59 am
If gold is tight at low levels and/or if you keep careful track of encumbrance then there’s pressure for the PCs to all use the lightest / cheapest weapon. Daggers, iron spikes, hand held rocks…
July 26th, 2012 at 2:40 pm
This is easy enough in practice to mitigate. Give enemies with real weapons initiative precedence over iron spikes, for example. Also, weapons are not just their damage amounts. Maybe you need a hammer or mace to do full damage to skeletons, and spears can be used for probing things in the place of 10′ poles. Etc.
July 26th, 2012 at 2:39 pm
Good stuff. This is pretty much how I play B/X, with the exception that there are no ability score minimums for anything (and no quarter-staff special case). I based my rules on Philotomy’s Musings and Akrasia’s house rules. Details here:
http://untimately.blogspot.com/2011/12/damage-by-hit-die.html
(That’s slightly out of date because I now do +1 to attack for dual-wielding rather than two dice take highest.)
One comment about your rules: dual-wielding seems too good. Why would anyone ever use a shield, unless they didn’t have a high dexterity?
July 26th, 2012 at 2:43 pm
That’s a fair point about dual wielding.. The main point for the shield (aside from the +1 AC bonus) is to use it to soak the damage of a hit.. Maybe change it to +1/+1 as in Trent’s rules.. Or +2 attack or +1 AC? Tried to make it comparable to 2 handed.
July 26th, 2012 at 3:06 pm
Perhaps small or improvised weapons are a die down from your normal damage. I’d let rogues get full damage from daggers.
As for your comment on dual-wielding vs. sword-and-board, most games have difficulty balancing dual-wielding vs. sword-and-board vs. two handed weapons. There’s usually a clear loser and the other two are roughly balanced. Of course, more complicated games usually have options to boost the less powerful.
March 3rd, 2013 at 11:59 am
[...] back I did a post explaining why I enjoy damage by class rather than a plethora of different weapons, all with their [...]