By Angelo on September 21, 2009
This is, in my opinion, a new and better alternative to the “New Weapon System” that allows characters to attempt at one or two-handed weapon use on just about all weapons. I decided that only certain weapons should be allowed to be used optionally one or two handed (particularly I don’t think two-handed weapons should be used one-handed). Also, I think the damage of fired arrows and sling stones should be increased. Finally, I decided there shouldn’t be so much tampering with hit rolls. See the rest of this entry…
By Jeff Q on June 13, 2008
Nunchucku – 1d6 – (F,C,T,E,D,H,My) Small, 2-handed weapon that doesn’t lose initiative. Can be used to give +1 in wrestling for choking.
Tetsubo – 1d8 – (F,C,E,D,My,Dr) – Large, 2-handed weapon that loses initiative; pole arm rules.
Sode Garami – 1d4 – (F,E,My,Dr) Large, 2-handed weapon that loses initiative. Can be used to catch the sleeves of the opponent; opponent gets save vs. paraysis.
By Angelo on March 3, 2005
This is a proposal for magical teas in RPG games. (I use original D&D so bear with me.) This is an idea that has been “brewing” in my head for a long time, and I’m finally making an effort to flesh out the details.
Magical teas are dry herbal mixtures which can be stored for extended periods of time and used when needed. Unlike potions, magical teas are not used during the heat of battle for a quick bonus. Because they take some time to brew, and their effects usually take some time to come to fruition, they are generally used during an adventuring day and sometimes over long periods of time.
By Angelo on June 23, 2001
This system is based on the premise that characters may try to use weapons either 1 handed or 2 handed, and may have some amount of success. Wherever the damage is not applicable (n/a) it means the damage would be the same or it is impossible to use the weapon this way.
The numbers are of the format: damage (hit roll adjustment)
|Battle Axe||1d8 (-2)||1d10 (+0)|
|Hand Axe||1d6 (+0)||1d8 (+0)|
By Angelo on June 23, 2001
This post updates and replaces the previous exotic weapons chart. Morning Star and Flail are both weapons in original D&D that somehow got left out of the Cyclopedia. Broadsword is taken from AD&D where it is 2d4. Rapier stats are also from D&D described in Dragon #175.
The optional rules are provided to add something unique to the weapons, so they’re a little more interesting than just finding “a different kind of sword” that different in name only.
By Angelo on September 9, 1999
|01-13||sword+1, +3 vs dragons|
|14-26||sword+1, +3 vs lycantheropes|
|27-39||sword+1, +3 vs undead|
|40-49||sword+1, +3 vs spellcasters|
|50-59||sword+1, +3 vs regeneration|
|60-65||sword+1, cure lt wounds 1/day|
|66-71||sword+1, light 1/day|
|72-77||sword+1, darkness 1/day|
|78-82||sword+1, locate object 1/day|
|83-86||sword+2, flames on command|
|87-90||sword+2, charm person on hit|
|95-97||sword+1, haste user 1/day|
|98-99||sword+1, drain life energy (1d4+4)|
|100||sword+1, wishes (1d4)|
For type, roll 1d20: