Simple Weapon Mechanics Inspired By Breath of the Wild
Wolves upon the Coast weapons all have different skills. This is quite fun, but more choices is not always better. Some of the weapon skills either overlap or clearly outshine others. This isn't really a problem, but it got me thinking about a simpler weapon system. A common antidote to what some perceive as the fighter "problem" is adding effects onto their weapons. I think that, while Wolves does a good job of it, most systems that attempt to do so are very clunky.
For a weapon system to work, each weapon type needs an obvious use case. Legend of Zelda: Breath of the Wild has three broad categories of melee weapons: one handed weapon (Swords/clubs/axes), spears, and heavy weapons. Each of them is obviously good in a certain area. Swords can be used with shields, spears have amazing range and are super fast, and greatswords can knock away shields and deal the most damage. Spears are great against quick foes, swords against groups or many bosses, greatswords are a little slow but are great against knocked down/slow opponents and can get rid of pesky shields.
Let's take this and interpret it in RPG form. The only additional weapon categories I will add are the Dagger/Small weapon and the Javelin/Thrown Weapon.
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Small Weapon: d6. Can be used in grapple situations (From Wolves upon the Coast). Can be used with a Shield.
Thrown Weapon: d6. Can be thrown and reused after battle. Can be used with a Shield
One Handed Weapon: d6. Riposte: If an opponent rolls an 8 or less, you may hit them with an additional attack (From Wolves upon the Coast). Additionally, you may use a One Handed Weapon with a Shield.
Pole Weapon: d6. Has 10' reach, and you may hit a charging opponent before they hit you. Requires two hands.
Heavy Weapon: d8. Enemy armor class higher than Chain is reduced to the value of Chain. This does not apply to magic armor, unless the heavy weapon is also magical. Enemy AC derived from speed is not effected by this. Requires two hands.
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And... That's it. A really simple system. There is some nuance you could add to this. For example, you could make a division between Fighter Weapons (any) and non-Fighter weapons (Small/Thrown/Pole Weapons only).
I think each weapon type is valuable: Daggers are good back ups, Swords are best for tanking due to access to a shield, the reach of a Spear can be invaluable, and Greatswords are overwhelmingly the best for offence against armoured foes.
EDIT:
Thought I just had. You could do the following:
- Small Weapon: d6, can use Shields.
- Thrown Weapon: d6, can use Shields.
- Pole Weapon: d6, two handed, has reach.
- One Handed Weapon: d8, can use Shields.
- HeavyWeapons: d10, two handed.
I think I like this a bit better, actually ;). Riposte is a bit fiddly, so I'd be happy to drop it.
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