Showing posts with label weapons. Show all posts
Showing posts with label weapons. Show all posts

06 April 2022

Table: Exotic Pole Arms (Unpredict-O-Bubble Table)

No fantasy milieu is complete without an exhaustive list of medieval and renaissance pole arms... Try these! This is the sixth table of the Unpredict-O-Bubble Table.

Exotic Pole Arms

Roll 1d20

1. beck peck
2. fauxrichard
3. filk
4. geezerama
5. glaize
6. halibutt
7. lopper axe
8. lucy hammer
9. ow pike
10. partipan
11. radiche
12. ransewer
13. sputem
14. vogue
15. willy hook
16. fauxrichard-filk
17. fauxrichard-geezerama
18. geezerama-vogue
19. glaize-geezerama
20. willy-geezerama

08 June 2017

The Armor Class Equalizer

Sometimes the best weapons to use against armored opponents are not those that inflict the most damage, but those that deprive them of the advantage of wearing armor. Armor is best for deflecting or absorbing attacks, but it is the worst for avoiding attacks. The mounted knight or man-at-arms is particularly vulnerable to the hooked pole arms used by footmen and peasantry to pull them off their steeds.

This is a simple rule that can be added to any role-playing game that utilizes armor class in combat resolution.

Any attacker who uses an appropriate weapon with the intent of pulling, pushing, toppling, entangling, or unhorsing an opponent may consider that opponent to be unarmored in terms of armor class regardless of whatever armor that opponent may be wearing. If the opponent is aware of the attack and able to react, the opponent's armor class will be modified by his or her Dexterity bonus or penalty, if any. Appropriate weapons include whips, bolas, man-catchers, and most pole arms (namely those with hooks and/or tines). If the attack is successful, it causes no damage, but the victim is affected as follows:

  • whip: entangled (potentially tripped or disarmed)
  • bola: entangled (potentially tripped)
  • man-catcher: caught (potentially pushed or pulled)
  • pole arm: unhorsed or tripped

Effects may be adjudicated by GM fiat, GM-player negotiation, attribute checks, or any extant rules covered by the system being used.

04 May 2014

Fixing Charts

I changed my armor class chart. Finding no evidence of studded leather armor ever having actually existed, I jettisoned it. It joins banded mail and ring mail as armor types I do not allow. Leather armor returned to its place at AC 7, and padded armor remains at AC 8. I dropped lamellar armor and laminar armor from AC 4 and included the following note below the chart instead: "Lamellar and laminar armor vary in armor class depending on the material used. If metal, the armor class is 4, otherwise it is 6." This has the nice effect of placing one standard armor type at each armor class. (For a Renaissance game, full plate is AC 2.) I omitted my new helmet rule from the chart as I haven't playtested it yet. I like it; it makes sense to me, but I don't know if it works. We shall see. After all that tinkering with shield rules, I think I'm back to the Basic/Expert standard, but I'm keeping my variant of the Shields Shall Be Splintered rule with the following proviso: it only works with large shields. Bucklers will not protect you from dragonfire! [See Concise Shield Rules.]

I also changed my weapon charts again. I upgraded the spear to 1d8 damage, the lance to 1d10 damage, and the pole arm to 1d12 damage. It makes the distribution of weapons by damage-causing capacity rather more symetrical: four 1d4 weapons, eleven 1d6 weapons, eleven 1d8 weapons, four high damage weapons (two 1d10 weapons and two 1d12 weapons). I changed "halberd" back to "pole arm." It's more versatile, like "sword," which I really like.

10 April 2014

Table: Weapon Ranges 2

[The following is an expanded version of the basic table of weapon ranges.]

The following table can be used to determine the range (in feet) of any spell, effect, or unusual weapon in a random manner. Use it whenever you create a new spell or device and you can't decide on its range, or to replace the range of an existing spell or device in order to promote unpredictability or variety. For ray guns, spells, or spell-like effects, just use the number in boldface as the maximum range. For most ranged weapons, use the numbers given for short, medium, and long range.


Weapon Range

Roll 1d20

  1. 5-10 / 11-20 / 21-30
  2. 5-15 / 16-30 / 31-45
  3. 5-20 / 21-40 / 41-60
  4. 5-25 / 26-50 / 51-75
  5. 5-30 / 31-60 / 61-90
  6. 5-35 / 36-70 / 71-105
  7. 5-40 / 41-80 / 81-120
  8. 5-45 / 46-90 / 91-135
  9. 5-50 / 51-100 / 100-150
  10. 5-55 / 56-110 / 111-165
  11. 5-60 / 61-120 / 111-180
  12. 5-65 / 66-130 / 131-195
  13. 5-70 / 71-140 / 141-210
  14. 5-75 / 76-150 / 176-225
  15. 5-80 / 81-160 / 161-240
  16. 5-85 / 86-170 / 171-255
  17. 5-90 / 91-180 / 181-270
  18. 5-95 / 96-190 / 191-285
  19. 5-100 / 101-200 / 201-300
  20. Roll again.

16 January 2013

Table: Weapon Ranges

The following table can be used to determine the range (in feet) of any spell, effect, or unusual weapon in a random manner. Use it whenever you create a new spell or device and you can't decide on its range, or to replace the range of an existing spell or device in order to promote unpredictability or variety. For ray guns, spells, or spell-like effects, just use the number in boldface as the maximum range. For most ranged weapons, use the numbers given for short, medium, and long range.

[Edit: There is also an expanded table of weapon ranges.]


Weapon Range

Roll 1d10

  1. 5-10 / 11-20 / 21-30
  2. 5-20 / 21-40 / 41-60
  3. 5-30 / 31-60 / 61-90
  4. 5-40 / 41-80 / 81-120
  5. 5-50 / 51-100 / 100-150
  6. 5-60 / 61-120 / 111-180
  7. 5-70 / 71-140 / 141-210
  8. 5-80 / 81-160 / 161-240
  9. 5-90 / 91-180 / 181-270
  10. 5-100 / 101-200 / 201-300

14 April 2012

Combat House Rules

I prefer to run combat situations quickly, cleanly, and creatively. My players are not burdened with overcomplicated tactical rules and options; neither are they prevented from attempting crazy stunts if they so desire. It does help, however, to have a few more standard combat rules than are found in the rulebooks of Basic/Expert D&D and Labyrinth Lord. Here are some of my weapon-related house rules:

Just as a mounted attacker charging with a lance causes double the normal damage to an opponent, a defender armed with a spear or pike set to receive a charge causes double the normal damage to a charging opponent.

In any clash in which a mounted attacker is charging with a lance against a defender armed with a spear or pike set to receive that charge, both attacks are handled simultaneously and any resulting damage is dealt simultaneously.

Up to two ranks of spearmen or three ranks of pikemen in a single file may attack a single foe. If there is room for multiple files and the foe is large enough (such as a large monster), additional files may also attack the same foe.

Shields are useless against flails. A shield confers no armor class bonus when its bearer is attacked with a flail.

An attacker armed with a pole arm may opt to strike with the intent of dismounting a rider rather than causing damage. A successful hit indicates that the pole arm has hooked part of the rider's armor.

And, as I mentioned previously, wielders of two-handed weapons may not use shields, but are not otherwise penalized.

03 April 2012

Variable Weapon Damage

This is the chart I use for weapon damage in all editions and retro-clones of Dungeons & Dragons except AD&D. The first chart is arranged in order of ascending weapon damage; the second chart is arranged alphabetically. Conveniently, there are exactly 30 weapons listed (just in case I ever need to generate a random weapon).

[Edit: I changed these charts on 14 April 2012. And again on 4 May 2014.]


Variable Weapon Damage

Damage/Weapon Type

1d4 - Dagger
1d4 - Rock
1d4 - Sling Stone
1d4 - Torch
1d6 - Arrow (Bow)
1d6 - Bolt (Crossbow)
1d6 - Club
1d6 - Horseman’s Flail
1d6 - Horseman’s Mace
1d6 - Horseman’s Pick
1d6 - Javelin
1d6 - Quarterstaff
1d6 - Short Sword
1d6 - Throwing Axe
1d6 - Throwing Hammer
1d8 - Battle Axe
1d8 - Footman’s Flail
1d8 - Footman’s Mace
1d8 - Footman’s Pick
1d8 - Morning Star
1d8 - Scimitar
1d8 - Spear
1d8 - Staff Sling Stone
1d8 - Sword
1d8 - Trident
1d8 - War Hammer
1d10 - Lance
1d10 - Pike
1d12 - Pole Arm
1d12 - Two-Handed Sword


Variable Weapon Damage

Damage/Weapon Type

1d6 - Arrow (Bow)
1d8 - Axe, Battle
1d6 - Axe, Throwing
1d6 - Bolt (Crossbow)
1d6 - Club
1d4 - Dagger
1d8 - Flail, Footman’s
1d6 - Flail, Horseman’s
1d6 - Hammer, Throwing
1d8 - Hammer, War
1d6 - Javelin
1d10 - Lance
1d8 - Mace, Footman’s
1d6 - Mace, Horseman’s
1d8 - Morning Star
1d8 - Pick, Footman’s
1d6 - Pick, Horseman’s
1d10 - Pike
1d12 - Pole Arm
1d6 - Quarterstaff
1d4 - Rock
1d8 - Scimitar
1d4 - Sling Stone
1d8 - Spear
1d8 - Staff Sling Stone
1d8 - Sword
1d6 - Sword, Short
1d12 - Sword, Two-Handed
1d4 - Torch
1d8 - Trident


Random Weapon Table

Roll 1d30

  1. Dagger
  2. Rock
  3. Sling
  4. Torch
  5. Bow (Roll 1d6: 1-2=shortbow, 3-4=self bow, 5-6=longbow)
  6. Crossbow (Roll 1d6: 1-3=light crossbow, 4-6=heavy crossbow)
  7. Club
  8. Horseman’s Flail
  9. Horseman’s Mace
  10. Horseman’s Pick
  11. Javelin
  12. Quarterstaff
  13. Short Sword
  14. Throwing Axe
  15. Throwing Hammer
  16. Battle Axe
  17. Footman’s Flail
  18. Footman’s Mace
  19. Footman’s Pick
  20. Morning Star
  21. Scimitar
  22. Spear
  23. Staff Sling
  24. Sword
  25. Trident
  26. War Hammer
  27. Lance
  28. Pike
  29. Pole Arm
  30. Two-Handed Sword