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Weapons
Mar 23, 2018 20:07:33 GMT -5
Post by Glenn on Mar 23, 2018 20:07:33 GMT -5
This list will determine what dice you use when making a physical attack. One handed weapons you may equip a shield (See Armor and AC) for additional parry points. Parry is simple: Each point in Parry grants you an additional AC.
Remember, for combat: A 1d20 is rolled for accuracy. If you hit, then one of the weapon dice are rolled, and your str modifiers are factored in.
Unarmed: 1d3
Light Melee:
Gauntlet: 1d4
Daggers: 1d4
Kunai: 1d4
Hooked Hand: 1d4
Mace(Light): 1d4
Sickle: 1d4
One Handed
Club: 1d5
Mace(Heavy): 1d6
Morning Star: 1d6
Short Spear: 1d5
Hammer: 1d3 (Bypasses 2 Armor AC) Hand axe: 1d5 Kukri: 1d4 Short Sword: 1d5
Flail: 1d6
Longsword: 1d6
Rapier: 1d5
Two Handed Melee
Staffs: 1d4 (+1 to Parry)
Long Spear: 1d7 (+2 to Parry)
Greataxe: 1d10 (+1 to Parry) Greatclub: 1d8 (+2 to Parry)
Greatsword: 1d8 (+2 to Parry) Halberd: 1d8 (+1 to Parry) 2H Hammer: 1d10 (+1 to Parry) Scythe: 1d6 (+1 to Parry)
Ranged
Blowgun: 1d3
Bow and Arrow: 1d8
Crossbow: 1d6
Dart: 1d3
Javelin: 1d4
Chakram/Boomerang: 1d6
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