Weapon Rule Modifications

There are three sets of rules available for Weapons:

Advanced Weapon Rules : If Weapon Speeds and Weapon Variants are being used.

Weapon Rules If only Weapon Variants are being used (but no Weapon Speeds)

Simplified Weapon Rules Basic Weapons Only (but no Weapon Speeds or Weight Variants)

Special Weapon Feature Advantages

Certain weapon types have advantages that may be used, if specifically called to use by a character. These advantages only apply when declared; otherwise they function like any other basic weapon.

Thrusting Advantage: Thrusting weapons can be used very fast and accurate when the need arises. When declaring the use of the Thrusting Advantage of a weapon, the character may take either a +1 or +2 to hit bonus, but must take a -1 or -2 damage penalty (respectively). This feature works well for characters that are fighting low hit point creatures (minions, for instance), or when fighting opponents who are quick and hard to hit. Such spear points can be be found on some axes, lucern hammers, some maces and morningstars, rapiers, longswords (not usually prominent on their wide-bladed cousins, the broadsword), pole arms, tridents, and any kind of spear. Curved or wide blades don’t usually have this feature available.

Pick Advantage: Weapons with pick points on them are very good at piercing armor, but difficult to be accurate with; thus, when a character declares using the Pick Advantage they take a penalty of -1 or -2 to hit, but deliver +1 or +2 damage respectively. This advantage is best used on slow, heavily armored opponents, with a lot of hit points. Such pick points can be found on the backside of some axes, lucern hammers, pole arms, and any kind of pick.

Critical Strike Advantages

Critical Strike Advantages occur when a successful attack is a Critical Threat, striking using Sneak Attack, or when striking a helpless opponent. Critical Strikes are assumed to be striking a vulnerable location on the armor. Critical Strikes force the defender to use their least possible Damage Reduction. Based on the attacker’s weapon and defender’s Armor Type (See below), the Damage Reduction may further be halved, with the exception of the Slashing Critical Strike Advantage (see below) and the Great Weapon Critical Strike Advantage(See below).

The Armor Categories (Light, Medium, Heavy) expressed, are considered the Base Armor Types. So, therefore, Heavy Armor is still considered Heavy Armor, even if it’s treated as Medium for being made of Mithril.

Armors with more than one Type, such as Plate Mail, are subject to the Critical Advantage rules in favor of the attacker. For example, an attacker who scores a Critical Threat with a dagger (Piercing Critical Advantage versus all mail armor) against a defender in Plate Mail, will halve the defender’s Damage Reduction. This is because Plate Mail is vastly Mail as well as Plate. This is so, even though Plate Mail is considered Heavy Armor and Plate Armor, and even though the Piercing Critical Advantage works primarily on Medium Armor.

Slashing Critical Strike Advantage: Crit versus Light Armor:
Light chainmail and scale armor, etc., No Armor w/magic defenses, Light Hide and Leather Armors, Light Natural Scales, Cuirasses (Armored tunics and breastplates with largely undefended locations, such as the legs and arms), etc.. If the defender is without any armor/protection, then, instead, the attacker adds one half the Base Attack Bonus, to a maximum of 4 points, to the damage dealt. Defenders in cloth/padded armor are subject to this additional damage.

This represents the ability of slashing weapons to be able to critically slice through unarmored and lightly armored targets.

Bludgeoning Critical Strike Advantage: Crit versus Heavy Armor:
Including Large, Heavy Natural Scales & Plates, Plate Carapaces, etc..

This represents the ability of bludgeoning weapons to critically transfer impact through solid plate armors.

Piercing Critical Strike Advantage: Crit versus Medium Armor, Scale Armor, and Chainmail:
All fabricated Mails and Scales (Light and Heavy Category mails & scales included): including Medium Natural Scales, Medium Carapaces, etc..

This represents the ability of piercing weapons to critically penetrate mail based armor, and other flexible armor types that have multitudes of gaps.

Mass Weapon Critical Strike Advantage: Crit vs. one additional Armor Category:
The additional Armor Category is one heavier than the Armor Category normally affected. If an Armor Category is already affected, then Damage Reduction is still only halved. Examples: Battle Axes work versus Light and Medium Armor Categories; Picks work versus Medium and Heavy Armor Categories; Maces only work against Heavy Armor.

This represents the effectiveness of the kinetics and versatility of hafted weapons with weighted heads, versus most armor types.

Great Weapon Critical Strike Advantage: Crit versus Heavy Armor plus associated Category:
Quarters a defender’s Damage Reduction if the defender’s Armor is of the Type associated with the Slashing, Bludgeoning, Piercing, and Mass Critical Advantages listed above. Therefore, a Greatsword (a slashing weapon), will Quarter the Damage Reduction of an opponent in Light Armor (affected by Slashing), instead of Halving it. Since Great weapons affect the Heavy Armor category, as well, a wielder of a Greatsword halves the Damage Reduction of a defender critically struck while wearing Heavy Armor. A Greataxe works versus Light, Medium, and Heavy Categories because a Greataxe is a Slashing Weapon (vs. Light Armor); Mass weapon (vs. Light Armor + Heavier Category = Medium Category); Great Weapon (vs. Heavy Armor).

This represents the impact transfer through solid plate armor, and exacerbated damage due to the weight and weapon type.

Weapon Rule Modifications

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