Hello all. My apologies for spamming the list once more. ;-)
I have now for some time been working on a compiled weapons, armor and shields list that would put all of the aforementioned things in one, single reference. I've included everything from 1st, 2nd and 3rd Editions and Poor Brendan's Almanac, as well as included almost all of the oriental weapons that appear in the 1st Edition AD&D sourcebook Oriental Adventures. That latest part used the oriental weapons for DQ by Michael Coyne as a base to start from, something I owe Rodger for once again, because he emailed them to me.
Now, a few things that I think would merit further discussion before I just plow ahead and post the whole thing in the DQ-rules files section:
1) Weapon weights.
There is a huge discrepancy between the weights listed for the weapons in 2nd/3rd Editions and what is listed for them in 1st Edition. 2nd Edition weights, when they differ (and they do, a lot), are typically only one half or one third of what the weights originally were in 1st Edition, and this makes for some really bizarre figures. Battle axe is listed as having a weight of 5 pounds in 2nd, and 6 in 1st, which is no big deal as such, it's even reasonable. Its bigger brother, the two-handed great axe, is listed as having 6 pounds and 18 pounds, respectively, which is a bloody significant drop in weight, especially when you look at the strength requirements to use one. Similarly, the lance has dropped from 20 pounds to 7. Did they switch to balsa wood when we weren't looking? Those things were heavy and sturdy for a reason, they had to be useful against plate armor after all. Most of the other pole weapons weights don't bear examining either.
Of course, switching back to the original weights is going to hamper players more, as they will be more encumbered, but by and large, the 1st Edition weights are, in my this time not so humble opinion, far more realistic and reflect their historical counterparts better. Having just two weeks ago seen a genuine poleaxe in a museum of medieval weapons during my visit to San Marino on my Italian vacation, I'm just not going to buy a figure of six or seven pounds for it. That'd be about half the blade at best.
So far in that document, I have listed weights for both 1st and 2nd Editions where they differ more than one or two pounds, depending on the weapon, so that if there is no consensus, people can choose whichever figure they want to use.
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2) PS and MD requirements.
These are according to 2nd Edition, because that's what we all use as the baseline. Many weapons had different PS and MD requirements in 1st Edition, but those are listed only where the difference is two points or more. Typically 1st Edition had slightly lesser PS and slightly higher MD requirements, but there were differences as large as three or four points for some weapons. I didn't want to make arbitrary decisions in this regard, therefore both values are in for the sake of completeness.
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3) Polearms.
On reading the excellent discussions on weapons and rank limits, and seeing the comments especially on pole weapons, I am reassessing what to do with them. Most people seemed to agree that the general rank limit of 5 was far too little for polearms, and the arguments in favor of this position were convincing. Convinced me anyway. So, two questions specific to pole weapons:
a) Should the pole weapon maximum rank limits be raised across the board to 7? For all except the Pike anyway, because that one has a specific and limited use, and is so bleedingly heavy that only a fool would use it for anything other than trying to spear charging horses.
b) There was a house rule posted for quarterstaves that allowed a 2% per rank Defense Value bonus, to account more realistically for its nature. I'm going to include that in the document as an optional rule. Should that rule be also applied to polearms such as halberd, spear, trident and glaive, with the stipulation that when used for such defensive purposes, the wielder can only inflict quarterstaff damage, or with no such limitation at all? This question was inspired by John Davis's description of the demonstration of poleaxe fighting he had seen. If this house rule is applied to polearms without the damage limitation, they suddenly become a lot more attractive to players, but I don't think this would necessarily be a problem at all. My players typically will not even glance at the pole weapons section.
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4) Missile weapons.
To put it bluntly, the crossbow and heavy crossbow as they are desribed in the rules are a joke. The medieval and renaissance era heavy crossbows were designed to punch through plate armor with fatal results, and they did accomplish this. They also had good range, not quite as good as the longbow, but a lot better than what has been listed. Consequently, I tossed out the crossbows as they were and just used those as a basis for a wider range of things. I added the hand crossbow for an assassin's weapon, but it's mainly a curiosity. The original crossbow became light crossbow and is unaltered, basically the same with the formerly heavy crossbow that got downgraded to medium. I added a heavy crossbow that does +5 damage and has a greater range, and an arbalest which does +6 damage, has even better range, weighs about a ton and has rather stringent strength requirements to use (need PS 16 to load with cranequin in 3 pulses, otherwise takes four pulses and can't be loaded without a cranequin at all, or even with one unless PS greater than 13).
Giant bow had its range seriously checked (45, when the short bow has a range of 60?! I think not?) Given the ranges for composite bow, long bow and great bow (from 1st Edition), I just multiplied by 10, which on second thought is far too much. But perhaps multiplying by 4 or 5 would be enough, as the giant arrows would also have to be a lot bigger and consequently would not fly as far before gravity pulled them down. I'll probably multiply by 4, that'll still give 180 hexes, or roughly 270 meters.
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5) Armor
2nd Edition cut the armor list a lot shorter than it originally was. Now these vanished armor types are making a comeback, and there are a couple of more additions. The revised list has the following:
Cloth
Leather
Wicker (removed from 2nd Edition)
Chain
Lamellar (includes brigantine, splint mail and similar, removed from 2nd Ed)
Scale
Banded mail (the Roman legionary type armor, completely new addition)
Half-plate
Plate
Improved plate
The protection values have a lot of overlap, meaning you can take a lot of different types and get same protection, but now different styles can be accommodated, and if anybody has house rules regarding armor effectiveness vs weapon class (e.g. chain mail not being as effective against class A weapons), they might find this especially interesting.
I decided not to add a bazillion new types of armor, which is why brigantine and splint armor are included in lamellar, as they are basically exactly alike or only have stylistic differences. Not enough that we should make overly complicated divisions for them anyway. I have tried to make all of the armor types have something attractive and something less so, while keeping to the 2nd Edition rules (meaning the already listed armors haven't been modified, the new ones have been molded around them and based on them).
The one thing that did get heavy modification was the imo utterly ridiculous stealth penalties. Somebody with full plate armor on is definitely going to get more than a measly -20 to their stealth roll! This also makes some of the new additions competitive against the old ones because the stealth penalties are not the same across the board.
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Hmm, that's all I can think of right now that would require input from the group, and it should, methings, be enough to start a lively little discussion about the subject. The more input I get, the better it's going to be for the final result, especially where the pole weapons question, weapon weights issue and missile weapons are concerned. Fire away!
Edi
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