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WeaponConstruction5e

Page history last edited by CJM 5 years, 8 months ago

Note: These rules are 5e-compatible. There are also 3e weapon construction rules.

 

These rules are designed to free people from the tyranny of a weapon list. By selecting various qualities, you may choose the stats of your weapons directly, thus allowing you freedom to customize the construction of your weapon. You must select one quality each from Heft, Range, Damage, Proficiency, Properties, and Construction. The overall value of the weapon cannot be positive, but you are free to construct weapons with a negative overall value. The weapon's qualities should be reasonable, given the weapon's design.

 

1. Heft

The heft of a weapon determines its handedness and base statistics as well as what other properties may be selected. You must choose exactly one of the following.

HeftCostDamageWeightNotes
Light one-handed 1 gp 1d4 1 lb.  
One-handed 1 gp 1d6 2 lb.  
Versatile 1 gp 1d6 3 lb. +1 damage die type when wielded in two hands. Note that weapons can only be thrown in one hand.
Two-handed 2 gp 1d8 6 lb.  
Heavy two-handed 2 gp 1d10 7 lb. Must be martial.

 

2. Range

  • Melee: No adjustments.
  • Thrown melee: Range 20/60. Weapons can only be thrown in one hand.
  • Thrown only: x0.1 cost, x0.25 weight, range 20/60. Weapons can only be thrown in one hand.
  • Ranged ammunition: -1 damage die type, base cost becomes 20 gp unless of improvised construction (see below), x0.5 weight. Cannot be versatile. Range 30/120 if light one-handed or one-handed, 80/320 if two-handed or heavy-two handed. Ranged ammunition weapons are typically mechanical and thus complex to manufacture. They deliver lighter but faster projectiles than thrown weapons.

3. Damage

  • Piercing: No adjustments.
  • Slashing: x2 cost. A long edge requires more effort and skill to craft than a point or a blunt implement.
  • Bludgeoning: x1.5 weight unless ranged ammunition. Without a sharp edge, bludgeoning weapons must rely on their mass to deal damage.

4. Proficiency

  • Simple: No adjustments.
  • Martial: x5 cost, +1 damage die type. Heavy weapons must be martial. Martial weapons are crafted to a higher standard, allowing them to deal more damage in trained hands.

5. Properties

  • Nothing: No adjustments.
  • Finesse: x2 cost. Must be light one-handed or one-handed. Finesse weapons must be even more carefully crafted than other weapons. 
  • Reach: -1 damage die type. An additional -1 damage die type if not wielded in two hands. Must be melee and martial.
  • Loading: +1 damage die type, x2 weight. Must be ranged ammunition. A loading weapon allows the projectile’s energy to be collected over a longer period of time.

6. Construction

  • Improvised: x0.1 cost. Must be simple and bludgeoning.
  • Standard: No adjustments.
  • All-metal: x2 cost. Metal is more durable than plant or animal matter and is better at holding an edge. However, it is also more difficult to refine and work.

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