April 16, 2020 odnd rules stuff weapons

A Weapon is not a Tool

fuckin about with a heavily houseruled OD&D for no particular reason.
No thieves, no clerics, magic users powered by Wonder and Wickedness
the issue is this leaves only 2 classes, and only 1 getting unique stuff on a per character basis.
so - give Fighters a reason to not just wear Plate:

  • Fighters wearing no armour add 4 to their saving throw rolls vs Wand/Ray & Breath Weapons
  • Fighters wearing Leather/Light armour add 2 to their saving throw rolls vs Wand/Ray & Breath Weapons
  • Fighters wearing Plate/Heavy armour subtract 2 from their saving throw rolls vs Wand/Ray & Breath Weapons

and then give them choices to make with weapons - obviously, this doesn’t have to be mechanical, but i think it helps some players. they’re all meant to be broadly comparable and useful in different situations.

All weapons deal 1d6 damage - light weapons with disadvantage, heavy weapons with advantage.

  • Battle-Axe - Medium - May sacrifice 3 damage from an attack to attempt a weapon/shield strip. Roll a second attack - if successful, a weapon or shield can be ripped from the grip of the opponent.
  • Club - Light - Forgo damage to attempt to stun - after a successful attack, target attempts to save vs paralysis - failure results in them losing their combat round. Further strikes against them are at +2.
  • Crossbow*- Medium - Ignores armour, 1 round reload.
  • Dagger - Light -Throwable, usable in grapple situation.
  • Flail - Medium - Ignores shields.
  • Greatsword - Heavy - Upon a killing blow, the wielder can roll another attack. This effect can be triggered multiple times.
  • Hand-Axe - Light - Throwable. If 4+ damage is dealt, the Hand-axe bounces, attacking’ again.
  • Polearm*† - Heavy - Grant a nominated adjacent ally -2 AC.
  • Poleaxe* - Heavy - AC of targets treated as 7 when attacked.
  • Javelin - Medium - Throwable.
  • Longbow* - Medium - +1 to hit per round spent aiming.
  • Mace - Medium - Increases AC of those struck by 1 to a maximum of 7.
  • Quarterstaff* - Light - Opponents must save vs Breath Weapon to approach, failure resulting in an automatic hit with this weapon.
  • Shortbow* - Medium - Can split move and fire (i.e. move fire move).
  • Shortsword - Light - Riposte twice.
  • Sling - Light - Can be used to launch grenades.
  • Spear† - Medium - Wielder may choose hold their attack until someone tries to approach them - they then roll an attack first.
  • Sword - Medium - Riposte once.
  • Two-Handed Axe* - Heavy - If a 6 is rolled for damage, roll another d6 and add the result. This effect can be triggered multiple times. Increase the wielders AC by +1.
  • Warhammer* - Heavy - Those struck are thrown backwards if unable to make a save vs paralysis. Use the damage rolled to determine distance.

† denotes a weapon with reach, being able to strike from behind another

* denotes weapons requiring two hands

Riposte: Attacks against the wielder which score below 7 (before AC is applied) result in the wielder being able to attempt a counter-attack, resolved normally.


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