Category
|
Weapons Included
|
Axes
|
Hatchet, tomahawk
|
Blades, Light
|
Dagger, rapier, kukri, katar, xiphos, knife
|
Blades, Heavy
|
Longsword, cutlass, khopesh, khanda
|
Clubs
|
Mace, sap, baston, cudgel, ball club
|
Soft Weapons
|
Heavy chain, rope dart
|
Large Arms
|
Tulwar, maul, claymore, boarding axe, glaive, halberd
|
Spears
|
Javelin, sibat, spear, shortspear
|
Staves
|
Quarterstaff, eiku
|
Category
|
Weapons Included
|
Strong bow
|
Longbow, recurved bow
|
Arbalest
|
Crossbow
|
Small bow
|
Shortbow
|
Sling
|
Sling, atlatl
|
Throwing Iron
|
Throwing knife, hurlbat, dart, bolas
|
Throwing Spear
|
Javelin, shortspear, sibat
|
In this version of the text, I group like weapons together and they share the same mechanical properties, but someone trained with a khanda fights less well with a longsword or khopesh than with their preferred weapon. While this approach seemed well-suited for the game I was making, it is less and less appealing to me now - I have seen many times that failing to make a mechanical distinction between items significantly lessens the players' appreciation of any other form of distinction.
No comments:
Post a Comment