Micah Ulrich |
Usually, melee weapons add strength mod to their to-hit roll and damage. Certain light weapon add a dexterity mod to their to-hit roll but don't add an ability mod to damage. Which is which should be obvious. If in doubt ask the DM.
Type
|
Damage
|
Examples
|
Minor
|
d4
|
Scalpels, blackjacks,
daggers
|
Light
|
d6
|
Crowbars, rapiers, machetes, hatchets
|
Heavy
|
d8/d10
|
Battleaxes,
bastard swords , spears
|
Great
|
d12
|
Zweihanders,
halberds, mauls etc.
|
"Heavy" weapons can be wielded one-handed for d8 damage or two-handed for d10.
Special Rules. These are optional but I like them.
Knives are scary: Knives roll 1d4 for damage. If the die comes up as an even number, it is re-rolled and the result added to the total. Stabbity-stabbity-stab.
Reach advantage: When two creatures first enter into melee, if either has a significantly longer weapon than the other, she attacks first, regardless of initiative.
Empty hands: It's hard to parry a sword with a knife and even harder with your bare hands. If you are armed with only a small weapon, take a -2 penalty to melee defense rolls. Disadvantage for empty hands. Using a ranged weapon to parry, usually ruins it. Pick up a stick or a chair. Something! Anything!
No comments:
Post a Comment