Weapons
Base weapon stats go here.
Simplified Weapon Stats
The sacred cow has been slaughtered.
Weapon Type | Damage | Ability Score | Handedness |
---|---|---|---|
Light |
1d6 |
Dex |
One-hand or offhand |
Medium |
1d8 |
Dex or Str |
One-hand |
Heavy |
1d10 |
Str |
Two-hand |
Design modifiers
Every weapon is designed for a specific purpose; some are fast and light, others meant to penetrate armor, still others meant to trip up enemies. Each weapon has a single Design Modifier.
Modifier | Description |
---|---|
Reach |
+1 square of reach, downgrade damage die |
Hefty |
upgrade damage die, min 2 Str to wield |
Parrying |
+2 AC vs melee |
Armor Penetrating |
Ignore up to 2 points of armor bonus to AC |
Simple |
Downgrade damage die, but non-proficient wielders may add Proficiency bonus |
etc... |
|
Notes:
- Damage die upgrades: 1d4 -> 1d6 -> 1d8 -> 1d10 -> 1d12
- Damage die downgrades: you get the idea
Enhancement (everythign below this line is part of a WIP magic item system
Baseline Cost
Craftsmanship
All weapons have one upgrade slot. Better-crafted ones have more. They're also more resilient in some fashion (TBD).
Quality | Effect | Resource Cost |
---|---|---|
Fine |
+1 slot |
5 (major) |
Superior |
+2 slots |
10 (major) |
Exceptional |
+3 slots |
15 (major) |
Masterwork |
+4 slots |
20 (major) |
Legendary |
+5 slots |
25 (major) |
Materials
TBD
Enhancements
All weapons have one enhancement slot by default. Higher-quality weapons have more.
Elemental
Slot Cost | Enchantment | Effect | Resource Cost |
---|---|---|---|
1 |
Flaming |
Inflicts 1d6 bonus fire damage, or, if you spend 1 Mana, 3d6 fire plus 1d6 ongoing for 3 rds. |
5 (major) |
1 |
Frost |
chilled (half speed and damage) (Con 13 ends). |
5 (major) |
1 |
Shocking |
stunned for 1 rd (Con 13 negates). |
5 (major) |
Other
- +1 hit/dmg (1 slot)
- +2 hit/dmg (2 slots)
- +3 hit/dmg (3 slots)
- Speed (3 slots): extra attack per std action attack