![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj3y_XDCEvqlRVKh0RmuM8q0o1n5YoUWYn352wmlFz-GamjokHIFrq0ogzwcckhWrYMb1wkMbrISzYyZbZH0WfQyKT8jlnC-mo7E0jRcCfBKFRQ6LDTW5IyKRhuSJsyq5Ol_-R9x__hy2s/s400/Ritual_implements.gif)
And just for fun, consider it Open Game Content.
Axe/Curved sword/Pick/War hammer: +1 to damage due to all of the wielder's force being concentrated on a small cutting edge or piercing point
Bow: -1 to hit (difficult to learn) but attacks twice during a round (on normal initiative and at end), +1 to damage due to all of the wielder's force being concentrated on a small cutting edge or piercing point
Club/Staff: Nothing special
Crossbow: +1 to damage due to all of the wielder's force being concentrated on a small cutting edge or piercing point
Dagger: Always lose initiative against longer weapons, but +1 to hit due to the greater versatility that comes with multiple angles of attack
Flail: Ignores shield bonus to AC, +1 to disarm attacks because of the chain
Javelin/Throwing spear: Nothing special
Mace: Nothing special
Sling: Nothing special
Spear/Lance: Always win initiative against shorter weapons
Sword: +1 to hit due to the greater versatility that comes with multiple angles of attack
Two-handed axe/Pole arm: +2 to damage due to all of the wielder's force being concentrated on a small cutting edge and the heft of the weapon
Two-handed sword: +1 to hit due to the greater versatility that comes with multiple angles of attack, +1 to damage due to the weapon's heft
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Metal weapons (other than dagger) require a strength score of 9 or higher to wield properly, otherwise -1 penalty to hit.
Two-handed weapons (including bows and crossbows) require a strength score of 13 or higher to wield properly, otherwise -2 penalty to hit.
I'm not so much a fan of the all 1d6 idea, but I like what you've made of it.
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