r/RPGdesign • u/admiralbenbo4782 • 9h ago
Mechanics Talk me out of (or in to) moving to abstracted weapons in a D&D-like
I've been working on a game that's basically a love-letter to D&D, but without the need to carry around the legacy.
And I've come to a point where I just dropped the huge table of adventuring items (abacus, backpack, etc) because weight/carry capacity just isn't something I want to focus on and the list felt more and more like it was simultaneously excessive (who has ever purchased a mess kit and had it matter in a game?), restrictive (giving off very strong "only things listed here are available" and "things on this list are always available everywhere at this price" vibes), and under-inclusive (missing things that would actually be useful and especially missing rules for such things).
I've also trimmed the armor table, both re-arranging things and dropping armor that is strictly inferior to starting armor, for example.
Which leads me to a new possibility. Trimming the weapon table. Instead of a bunch of items, many of which differ very slightly (different weapon properties, costs, and weights), I'd go with something much more slimmed down, like the following (WIP):
- Two big categories: Ranged and Melee.
- Ranged has a default range (60/180). Features may modify this. Thrown defaults to (30/90).
- Melee has a default reach (5 ft).
- All start at 1d6 damage. If you have Martial weapon proficiency, melee does 1d10 base and ranged does 1d8 base.
- Several smaller categories that set the damage type, the main property, and limits the other properties.
- Bashing: bludgeoning damage, Battering property. [2H, Reach]
- Small blade: piercing damage. Precise property. [Light, Thrown, Parrying]
- Large blade: slashing damage. Parrying property. [2H, Reach, Cleaving]
- Chopping: slashing damage. Cleaving property. [2H, Reach, Light]
- Projectile (ranged only): piercing or bludgeoning damage. Ammunition. [Loading, 2H]
- You can choose one additional property. This may change the damage die:
- 2H increases it by one step (to 1d12 for melee with martial, for example), at the cost of requiring 2H to use it.
- Reach increases the reach to 10 ft, but requires 2H and drops the damage die by one (back to 1d10 with martial proficiency)
- Thrown drops the damage die by 1 step.
- Loading requires 2H and increases by a cumulative 2 steps, but requires bonus action to reload between shots (without a feature).
- Battering lets you do some amount of damage even when you miss.
- Cleaving lets you carry damage over to other nearby targets under some circumstances.
- Precise increases your critical hit range by 1 (ie 19-20).
- Parrying makes a universal defense option (basically a parry/riposte reaction that costs one of the universal resources) cheaper.
- Ammunition makes it consume ammo, but also gets benefits from special ammunition (magical, etc).
- Light (forgot this one before) drops the damage die by one, but lets you two-weapon fight.
This is probably too fiddly...talk me out of doing something like this. Or not.