I Actually Really Dig Damage by Class

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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About wrathofzombie

I am a History major attending a community college until I can get more financial aid and attend a four year school. I am living in NJ with my girlfriend who is currently wrapping up on obtaining her PhD in Toxicology. I love Star Wars, Role-playing, video games, working out, reading, writing, and hanging with my girlfriend, dog (Perfect), and two kittens (Birch and Brambles). My main focus on this site will be my discussion of Role-playing games and ideas and hopefully contribute something worth a damn. View all posts by wrathofzombie

8 responses to “I Actually Really Dig Damage by Class

  • Philo Pharynx

    While I tend to prefer more complicated games, this is a really elegant solution for a more streamlined game.

    • wrathofzombie

      *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 🙂

  • Guest

    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…

    • Brendan

      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.

  • Brendan

    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?

    • wrathofzombie

      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.

    • Philo Pharynx

      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.

  • Hubris Campaign Setting- Optional Class Damage Rules for Dungeon Crawl Classics | Wrathofzombie's Blog

    […] back I did a post explaining why I enjoy damage by class rather than a plethora of different weapons, all with their […]

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