Medieval & Fantasy Minecraft Roleplaying

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Weapons and Damage

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Lannis

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Introduction:

Weapons are put in to loose categories that describe their range, modifiers and traits, and what dice expression they should use when rolling for damage.

Weapon Type:
The general category that a weapon falls in. This should loosely correspond to what props are available to be crafted.

Damage:
This gives the dice expression to use when rolling damage for an attack, which is done by the attacker if the skill check and armor save go in their favor.
General usage is /roll damage (expression), i.e. /roll damage 1d2

Modifiers:
This column contains any numerical modifiers that get applied to a related roll.
  • AP (x): Attacks against relevant armor subtract x from the save roll. The person making the armor save needs to add this to the command, i.e. /armor roll physical -2
  • Armor (x): Holding this equipment grants a +x bonus to armor score. This should be added automatically to the armor save if the player is holding the relevant shield prop in their Minecraft inventory offhand.

Traits:
This column contains any special traits that the weapon has, which typically apply conditions or special mechanics to it.
  • Difficult: Unless the user has a relevant focus to use this weapon, they take a -3 penalty on all rolls made to use it.
  • Large: Weapon must be carried by hand, and can't be stowed on the belt or back.
  • Reach: Unless their opponent also wields a weapon with this trait, once per turn the wielder may make an extra attack against an opponent that is either moving in to or leaving their weapon's attack range. This effect does not apply if their opponent has made a melee attack against them on the previous turn, the weapon is being wielded in one hand, or if one of the wielder's hands is otherwise occupied.
  • Reload (x): The weapon must be reloaded and can only fire once every x turns.
  • Short: This weapon has disadvantage on any melee rolls against weapons without this trait. This does not apply if they begin their turn near enough to their opponent to attack without moving.
  • Shield: If used to defend instead of taking any attacks that turn, shields grant an additional +3 bonus to rolls for defensive actions. This bonus may always be applied against the attack granted by the Reach trait.
Range:
Weapons are categorized based on the maximum range that they can effectively make attacks. Melee weapons are generalized to a single range that represents the distance where a character can readily launch an attack, including a bit of movement if needed. If two ranges are given (separated by a slash), the first is their standard range, and they may attempt to make attacks at the second with disadvantage.

RangeDistance
Melee3 Meters
Very Close5 Meters
Close10 Meters
Medium30 Meters
Long50 Meters


Weapon Table:

Weapon TypeDamageModifiersTraitsRange
Fists​
1d1ShortMelee
Fist Weapons1d2ShortMelee
Daggers1d2AP (2)ShortMelee
One-Handed Swords1d3Melee
One-Handed Maces, Hammers, Axes, Picks, etc.1d3AP (1)Melee
Longswords1d3Melee
Spears1d3/1d4*Reach, LargeMelee
Polearms1d3AP (2)Reach, LargeMelee
Greatswords1d4Reach, LargeMelee
Small Shield1d1ShieldMelee
Shield1d1Armor (1)ShieldMelee
Daggers (Thrown)1d2Very Close/Close
Whip1d1Very Close
Whip, barbed1d2Very Close
General Thrown Weapons1d3Close
Javelin1d3Close/Medium
Sling1d3Medium/Long
Hunting Bow1d3Long
Crossbow1d3AP (1)Reload (2)Long
Arbalest1d3AP (2)Reload (3), LargeLong
Longbow1d3AP (1)Large, DifficultLong

*Spears deal 1d3 if wielded in one hand, 1d4 if wielded in both. A character holding a shield can't count as using a spear in both hands.
 
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