November 30, 2012

Weapons

Arms and armor are of course one of the most important features in a medieval-esque RPG. I have several goals in this area: first, most weapons and armor should be equally 'good'; second, I want to incorporate the widest variety of real-world equipment possible; and third, I don't want an excessive number of options. The first I'm going to skip for now; weapon and armor statistics will depend heavily on the scaling of Vitality. The second and third seem initially contradictory, but I think can be made to work together. Basically, wherever two weapons are similar enough that it's difficult to justify different statistics, they will be represented as a single weapon in the rules.

Training in weapons, represented in Pathfinder by Weapon Proficiency, Weapon Focus, Weapon Specialization, and the fighter's Weapon Training, will be incorporated into a series of Weapon Training talents. Each talent will apply to a group of related weapons, such as axes or bows, granting numerical bonuses as well as abilities related to those weapons.

Without further ado, weapon groups and their included weapons (plus maneuvers). I'm not completely happy the way maneuvers are split up; I may make more of them distinct categories instead of including them with certain weapons.

Axes:
Greataxe: any two-handed axe weapon with a relatively short haft.
Battleaxe: a typical one-handed axe, like the ones Vikings are often depicted with.
Handaxe: a short-handled axe, like a hatchet; generally suitable for throwing.
Pickaxe: not technically an axe, but handles similarly; very effective against armor.

Blades
Greatsword: a long two-handed sword, such as a claymore, zweihander, or no-dachi.
Longsword: a long sword with an extended grip allowing it to be wielded in one or two hands, such as a bastard sword or katana
Broadsword: a one-handed edged sword, such as an arming sword or scimitar.
Short sword: a one-handed sword with a shorter blade, such as a gladius, wakizashi, or cutlass.
Rapier: a lightweight sword designed for stabbing.
Dagger: an even shorter blade best for close quarters or throwing.
Swordbreaker: a variant dagger or short sword with notches along the back for disarming and sundering enemy weapons.

Bludgeons
Greatclub: a really big stick, such as a tetsubo.
Club: a stick or some size, such as a baseball bat, lead pipe, or a quarterstaff wielded by someone without much training.
Spiked club: any spiked variant of a club, such as a stick with nails in the end or a morningstar.
Warhammer: a (relatively small), usually pronged hammer backed by a pick. Designed expressly for can-opening, where the can is an armored knight.
Greathammer: a large hammer requiring two hands to wield, such as a sledgehammer.

Bows:
Shortbow: slightly less powerful but also less cumbersome than the longbow; typically composite.
Longbow: more powerful but harder to use bow.

Close:
Dagger: see blades
Gauntlet: this could represent an actual gauntlet as well as brass knuckles and similar devices.
Unarmed strike: while there will be another talent for monk-style 'martial arts', this encompasses basic unarmed attacks
Grapple: maneuvers related to very close combat.
Reposition: a collection of maneuvers involving moving the enemy somewhere else (bull rush, drag, reposition)
Steal:  a maneuver that swipes something from an opponent in combat.
Trip: a maneuver that lets you trip your opponent.

Crossbows:
Heavy crossbow: a heavy-duty crossbow such as an arbalest.
Light crossbow: standard crossbow design.
Repeating crossbow: a variant crossbow that features a small clip and reloading crank, such as the cho-ko-nu.
Hand crossbow: a stealth-sized crossbow, also known as a pistol crossbow.

Flails:
Whip: Indiana Jones. Enough said.
Bladed whip: any sort of blade-on-a-rope/chain weapon. Scorpion whip, kusarigama, spiked chain, etc.
Meteor hammer: any sort of bludgeon-on-a-rope/chain weapon.
Heavy flail: a hinged weapon held in both hands.
Light flail: a hinged weapon held in one hand. Anything from a ball on a chain to nunchucks.

Improvised:
Training in this weapon group removes the penalties for using improvised weapons.
Dirty Trick: maneuvers that inconvenience your opponent, such as throwing sand in their eyes.
Feint: a maneuver that sets up the opponent for your next attack (might be removed)

Polearms:
Glaive: a sword on a stick.
Halberd: an axe on a stick, usually with a spike and a hook.
Guisarme: a spike and a hook.
Pole hammer: a hammer on a stick, usually with a spike and a hook.
Quarterstaff: a stick.
Dismount: a maneuver for unhorsing an opponent.

Shields:
Shield bash: allows attacks using your shield.

Spears:
Pike: a two-handed spear of excessive length.
Longspear: a two-handed spear 8-10 feet long.
Spear: a hand-and-a-half spear, usually wielded with two hands but sometimes thrown or used with a shield.
Shortspear: a one-handed spear designed for quick stabbing motions and/or throwing, such as a javelin or pilum.
Lance: a longspear modified for use while mounted.
Trident: a multi-tined spear.

Thrown:
Javelin/shortspear: as in spears.
Dagger: as in blades. Also includes various other small thrown objects, like shuriken or darts.
Handaxe: as in axes.
Net: used to entangle foes.
Bolas: three balls on a cord, used to entangle foes.
Sling: like David and Goliath.
Spear thrower: an implement to increase the range of javelins.
Blowgun: generally used for delivery of poison.

Weapon Maneuvers:
Demoralize: a maneuver to intimidate your foes with your prowess.
Disarm: a maneuver to disarm enemies.
Sunder: a maneuver to break enemy weapons or armor.

Let me know if you can think of any weapons that aren't represented here!

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