hack and slash

On Weapons

There are two categories of weapons: simple and martial. Simple weapons are modified tools and mass-produced objects. A character typically has 1 to 3 proficiencies, based on their character class.

Martial weapons are purpose built to kill and tailored to, or by, the wielder - that is to say, part of their lethality is due to the user's familiarity. Therefore, a character who picks up a martial weapon usually needs to spend some downtime getting familiar with it in order to use its full potential; new weapons picked up off the battlefield count as Simple until the user spends 1xp in downtime getting used to it, filing down the handle, rewrapping the grip, sharpening it, and so on. Exceptions are made for particularly fine or magical pieces, which are always usable.

A weapon may be a hand weapon or polearm described by the player. A character with several weapon proficiencies may describe one at character generation and keep the rest in reserve until later. The referee will determine the merits of each in certain situations. Weapons deal bashing, slashing, or piercing damage based on their type.

A Light weapon deals 1d4 damage, a Medium weapon deals 1d6 damage, and a Heavy weapon deals 1d10 damage. Heavy weapons require 2 hands to use. Martial weapons roll 2 damage dice and use the higher result.

Weapons the user is proficient in have a special ability. This is the product of training and is thus transferred to similar weapons. NPCs do not typically have these abilities; a noted duelist, warlord, or other storied fighter might. Some special abilities include:

Slings deal d4 damage, bows and crossbows d6, and heavy war-bows and crossbows d10. These too may be simple or martial. Ranged weapons all share a special ability:

Weapons cost equal to their weight in silver. Martial weapons cost equal to their weight in gold.