- | - | - | - | - |
Dragon 57 | - | - | - | Dragon |
A major event at Mainecon
III last
summer was a demonstration
of arms by
the SCA (Society for Creative
Anachronism). <link to the wikipedia, article, here>
They used carpet and foam
padding for body armor and actual metal helmets for the head.
Shields are of
wood, as are weapons. Most
weapons
are made of rattan (a wood
that is pliable
and has some “give” to it)
or have foam
rubber heads (like axes
and hammers).
Certainly this is not absolutely
“realistic,” but it is a good simulation. Weapons
weigh from one half to one
quarter of the
same weapon in metal, and
armor is just
as encumbering as metal
armor would
be, though not as heavy.
The event brought home two
very important points, First, a shield is very im
portant to a contestant.
Fully 60% of the
blows are caught by the
shield. Second,
a trained fighter who normally
uses a
broadsword is a much poorer
fighter
when using a battle axe
for the first time.
To place these facts in
terms of AD&D™
rules, some minor rule changes
are proposed.
A
shield will now give +2 to armor class instead of just +1.
To balance this, one other
observation: Shields fall apart <note: see "Repair or Beware" in Best
of Dragon IV - prespos>
as they get hit over and
over again. There
are a few ways to simulate
this in game
terms. One is to say that
every hit on a
roll of 20 that could be
called a heavy
blow (thus, light weapons
like arrows,
hand axes, daggers, etc.
are not considered) will require the shield to make a
saving throw of 2. This
does not apply to
magical shields. Another
method is to
assign a number of points
to the shield.
When those points are used
up, so is the
shield. An average shield
would have between 21 and 60 points.
Every blow does not hit
the shield,
naturally. This is simulated
as follows:
Say that a 16 is needed
to hit a character
when a mace is employed
vs. chain and
shield. (The shield will
be worth two armor classes, not just one.) If a 14 or 15 is
rolled, then the shield
absorbs the blow.
Now roll for the damage
done to the
shield by the mace: Say
a 5 comes up, so
that the shield is now -5
from its point
total.
A magical shield would have
the same
base point total, 21 to
60, and an extra 20
points for each “plus” of
the shield.
Blows that hit the points
bestowed by the
magical plus of a shield
do not harm it.
For example: a shield x2
now would give
+4 to armor class, +2 for
magic and +2
(instead of +1) for the
fact that a shield is
used at all. Say a mace
needs an 18 to hit
chain and shield +2. If
a 16 or 17 is rolled,
the magic of the shield
is what caught
the blow. If a 14 or 15
is rolled, the actual
metal of the shield catches
the blow and
will then be damaged. A
13 or less is
either caught by the chain,
or the blow is
a total miss. This method
is a bit cumbersome because the DM must keep track of
shield values.
Damaged shields (if one employs
the
latter described method)
could be fixed
by an armorer. Magical shields
would
have to be fixed by an expert
armorer. A
magical shield that goes
to zero points is
wholly destroyed and cannot
be used
again. If a character decided
to set his
magical shield aside when
it gets down
to a few points, the shield
could still lose
its magic if not repaired
within a reasonable time (say, one week per “plus” of
the shield).
TABLE I: PRIMARY HAND-HELD
WEAPONS
Weapon
type: |
Human
fighter or assassin |
Half-orc
fighter or assassin |
Elf,
half-elf fighter, assassin |
Dwarf
fighter or assassin |
Gnome
fighter or assassin |
Hallfing
fighter or assassin |
Rangers | Paladins | Clerics
(all races) |
Druids | MUs,
Illusionists (all races) |
Human,
half-orc thieves |
Elf,
half-elf thieves |
Gnome
thieves |
Dwarf
thieves |
Halfling
thieves |
Monks | Men-
at- arms |
Battle axe | 01-06 | 01-04 | 01 | 01-17 | 01-08 | 01-02 | 01-07 | 01-08 | - | - | - | - | - | - | - | - | - | 01-02 |
Hand axe1 | 07-10 | 05-07 | 02 | 18-30 | 09-11 | 03-27 | 08-16 | 09-12 | - | - | - | - | - | - | --4 | --5 | 01-07 | 03-04 |
Bo stick | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | 08-20 | - |
Club | 11 | 08-13 | 03 | 31-33 | 12-24 | 28 | 17 | 13 | 01-07 | 01-05 | - | 01-04 | 01-03 | 01-04 | 01-04 | 01-04 | 21-25 | 05-13 |
Dagger1 2 | 12-24 | 17-27 | 04-20 | 34-37 | 25-28 | 29-32 | 18-27 | 14-28 | --3 | 06-11 | 01-75 | 05-30 | 04-37 | 05-28 | 05-27 | 05-30 | 26-33 | 14-20 |
Flail, foot | 25-30 | 28-36 | 21-24 | 38-42 | 29-31 | 33-34 | 28-33 | 29-33 | 08-30 | - | - | - | - | - | - | - | - | 21-28 |
Flail, horse | 31-33 | 37 | 25-27 | 43 | 32 | 35 | 34-36 | 34-38 | 31-37 | - | - | - | - | - | - | - | - | 29 |
Hammer1 | 34-40 | 38-44 | 28 | 44-64 | 33-47 | 36 | 37-42 | 39-45 | 38-48 | 12-20 | - | - | - | - | --4 | - | - | 30-35 |
Jo stick | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | 34-50 | - |
Lance | 41-45 | 45-47 | 29-33 | - | - | - | 43-47 | 46-54 | - | - | - | - | - | - | - | - | - | - |
Mace, foot | 46-50 | 48-57 | 34-35 | 65-77 | 48-49 | 37-40 | 48-49 | 55-56 | 49-70 | - | - | - | - | - | - | - | - | 36-42 |
Mace, horse | 51-54 | 58-60 | 36-40 | 78 | 50 | 41 | 50-53 | 57-61 | 71-66 | - | - | - | - | - | - | - | - | 43 |
Morning star | 55-59 | 61-70 | 41 | 79-83 | 51-52 | 42 | 54-57 | 62-64 | --3 | - | - | - | - | - | - | - | - | 44-46 |
Scimitar | 60-61 | 71-73 | 42-43 | - | - | - | 58-64 | 65 | - | 21-58 | - | - | - | - | - | - | - | 47 |
Spear1 | 62-69 | 74 | 44-63 | 84-89 | 53-60 | 43-52 | 65-76 | 66-68 | - | 59-80 | - | - | - | - | - | - | 51-64 | 48-58 |
Quarter staff | 70-71 | 75 | 64-68 | 90 | 61-63 | 53-54 | 77-79 | 69 | 89-97 | 81-97 | 76-00 | - | - | - | - | - | 65-92 | 59-67 |
Bastard sword | 72-73 | 76-77 | 69 | - | - | - | 80 | 70 | - | - | - | - | - | - | - | - | - | - |
Broad sword | 74-81 | 78-80 | 70-73 | 91-94 | - | - | 81-88 | 71-79 | - | - | - | 31-70 | 38-48 | - | 28-54 | - | - | 68-73 |
Long sword | 82-95 | 81-94 | 74-94 | - | - | - | 89-96 | 80-95 | - | - | - | 71-94 | 49-97 | - | - | - | - | 74-75 |
Short sword | 96 | 95 | 95 | 95-98 | 64-00 | 55-00 | 97 | 96 | - | - | - | 95-00 | 98-00 | 29-00 | 55-97 | 31-94 | - | 76-83 |
2-handed sword | 97-98 | 96-98 | 96-99 | - | - | - | 98 | 97-98 | - | - | - | - | - | - | - | - | - | - |
Trident | 99 | 99 | - | - | - | - | 99 | - | --3 | - | - | - | - | - | - | - | - | 84 |
Pole arm
(roll on table Ia) |
00 | 00 | 00 | 99-00 | - | - | 00 | 99-00 | - | --3 | - | - | - | - | - | - | 93-00 | 85-00 |
Special | - | - | - | - | - | - | - | - | 98-00 | 98-00 | - | - | - | - | 98-00 | 95-00 | - | - |
Notes:
1 — If this weapon is rolled,
an eligible character may elect to have throwing proficiency in it as well
as hand-to-hand
proficiency, at a cost of
two weapons.
2 — The dagger must be weighted
to also be used for throwing, and only a small number (say 20%) are so
prepared.
3 — If the DM permits, evil
clerics may elect to use the dagger, morning star or trident, and druids
may be able to
employ some pole arms. If
a result of “Special” is rolled for such a character, one of these weapons
may be selected.
4 — Optionally, dwarven
thieves may be able to use hand axes or hammers and might even be able
to throw them. If a
result of “Special” is rolled,
one of these weapons may be selected.
5 — Also optionally, halfling
thieves may be able to use and perhaps even throw a hand axe. This weapon,
if allowed by
the DM, can be selected
when a result of “Special” is rolled for such a character.
See text for further explanations
of all annotated material.
Weapon proficiency is the
next topic
brought up by the SCA demonstration.
What weapon(s) do I know
how to use?
This is a common question
from a player, and one that might easily apply to any
non-player character you
may design or
who might be encountered
at random.
Accompanying this article
are two tables and one sub-table to determine
which weapon(s) any character
might
know. It can be used to
create first-level
characters or pre-first-level
ones (see
Leomund’s Tiny Hut in issue
#51 of
DRAGON™ magazine).
The chart does not take into
account
the particular weapon(s)
which might be
known to the instructor
of the player
character. But those proficiencies
can
be rolled for, just as for
a player character, and if you (the DM) use any sort of
training/teaching method
for characters,
then it is required that
you know what
weapon(s) the teacher can
use. After all,
how can a hero teach a veteran
the use of
a thrown hand axe if he
cannot throw
one himself? Let’s apply
the tables to
determine the weapon skills
of a Champion whom the party encounters in a small
town.
The party contains a swordswoman
who has gained enough experience
to
be trained to become a Heroine
(4th level). She would like to learn the use of a
new weapon, since she knows
how to
use four but is allowed
to use five. We
know she can use the long
sword, the
long bow, the mace, and
the footman’s
flail.
We do not know what the Champion,
her potential instructor,
can use. We go
to Table 1 to determine
his weapon
knowledge. We will roll
once on Table 1
and then go to Table 2 for
a single roll, to
give him one fired or hurled
weapon.
Then it’s back to Table
1 for four more
rolls, to finish the list
of the six weapons
he knows. Optionally, you
might want to
go to Table 2 one additional
time, giving
the Champion one more missile
weapon
and one less roll on Table
1.
Example:
First roll, Table 1: Result
is 77, which
for a human fighter is a
broad sword.
Second roll, Table 2: Result
is 28,
which for a human fighter
is a long composite bow.
Third roll, Table 1: Result
is 20,
which for a human fighter
is a dagger. A
dagger could be a thrown
weapon as
well. If we give the Champion
credit for
hand-to-hand and throwing
proficiency
with the dagger, then we
will charge him
with two weapon proficiencies
used, instead of just one, since throwing the
dagger is entirely different
from using
the dagger in hand-to-hand
combat.
Fourth roll, Table 1: Result
is 87,
which for a human fighter
is a short
sword. This is a valid result,
even though
the Champion is already
proficient with
the broad sword, because
sword types
are handled very differently
from one
another.
Fifth and last roll (we
allowed him to
use the dagger both ways),
Table 1: Result is 00, which for a human fighter
means an additional roll,
this time on
Sub-table la for pole arms:
This roll’s
result is 55, which means
the Champion
can use a halberd effectively.
Thus, it is determined that
the Champion can teach our swordswoman the use
of the dagger (either hand-to-hand
or
thrown, but not both), the
halberd, the
broad sword or the composite
long bow.
Another way of gaining weapon
proficiency, aside from learning from an instructor, is to use a weapon
unproficiently for an extended period of time. This
trial-and-error method can
never make
one proficient with more
weapons than
he/she is entitled to. And
a character
must gain a high enough
level to earn the
right to use a new weapon
before the
TABLE la: POLE ARMS
Weapon type: | Man-at-arms | Human fighter | Half-orc fighter | Elf, half-elf fighter | Dwarf fighter | Ranger | Paladin | Monk | Druid (optional) |
Bardiche | 01-02 | 01-05 | 01-04 | 01-03 | 01-02 | 01-03 | 01-03 | 01-03 | - |
Bec de corbin | 03-04 | 06-10 | 05-07 | 04-07 | 03 | 04-07 | 04-06 | 04-07 | - |
Bill guisarme | 05-06 | 11-12 | 08-09 | 08 | - | 08-09 | 07-08 | 08-10 | - |
Fauchard | 07-08 | 13-14 | 10-11 | 09 | - | 10-11 | 09-10 | 11-13 | - |
Fauchard fork | 09-10 | 15-16 | 12-13 | 10-11 | 04-14 | 12-14 | 11-13 | 14-17 | - |
Fork | 11-20 | 17-18 | 14-15 | 12 | - | 15-16 | 14-15 | 18-20 | - |
Glaive | 21-35 | 19-20 | 16-17 | 13 | - | 17-18 | 16-17 | 21-29 | 01-20 |
Glaive guisarme | 36-40 | 21 | 18 | 14 | - | 19 | 18 | 30-33 | 21-40 |
Halberd | 41-60 | 22-48 | 19-50 | 15-26 | 15-30 | 20-28 | 19-32 | 24-40 | 41-50 |
Guisarme voulge | 61-65 | 49-57 | 51-57 | 27-29 | 31-34 | 29-31 | 33-40 | 41-47 | - |
Lucern hammer | 66-70 | 58-70 | 58-70 | 29-44 | 35-44 | 32-39 | 41-50 | 48-54 | - |
Partisan | 71-74 | 71-77 | 71-72 | 45-46 | - | 40-42 | 51-55 | 55-60 | 51-58 |
Pick, footman's | 75-86 | 78-84 | 73-90 | 47-54 | 45-90 | 43-50 | 52-60 | 61-80 | 59-75 |
Pick, horseman's | 87 | 85-97 | 91 | 55-90 | 91-00 | 51-80 | 61-90 | 81-84 | - |
Pike (awl) | 88-97 | 98 | 92-96 | - | - | 81-90 | 91-93 | 85-96 | - |
Ranseur | 98-99 | 99 | 97-99 | 91-94 | - | 91-95 | 94-95 | 97-99 | 76-00 |
Voulge | 00 | 00 | 00 | 95-00 | - | 96-00 | 96-00 | 00 | - |
TABLE 2: FIRED OR HURLED WEAPONS
Weapon type: | Human
fighter or assassin |
Half-orc
fighter or assassin |
Elf,
half-elf, fighter, assassin |
Dwarf
fighter or assassin |
Gnome fighter or
assassin |
Halfling fighter or
assassin |
Rangers | Paladins | Clerics
(all races) |
Druids | MU's,
Illusionists (all races) |
Human,
half-orc thieves |
Elf,
half-elf thieves |
Gnome,
dwarf thieves |
Halfling
thieves |
Monks | Men-
at- arms |
Long bow | 01-20 | 01-10 | 01-50 | - | - | - | 01-30 | 01-20 | - | - | - | - | - | - | - | - | 01-07 |
Short bow | 21-27 | 11-14 | 511 | 011 | 01-38 | 01-18 | 31-40 | 21-25 | - | - | - | - | - | - | - | - | 08-28 |
Long comp. bow | 28-33 | 15-38 | 52-57 | - | - | - | 41-50 | 26-36 | - | - | - | - | - | - | - | - | 29-30 |
Short comp.
bow |
34-35 | 39-44 | 581 | 21 | 391 | 191 | 51-54 | 37-40 | - | - | - | - | - | - | - | - | 31-32 |
Light crossbow | 36-42 | 45-48 | 591 | 03-35 | 40-55 | 201 | 55-60 | 41-55 | - | - | - | - | - | - | - | 01-13 | 33-50 |
Heavy crossbow | 43-48 | 49-58 | 601 | 36-52 | - | - | 61-65 | 56-68 | - | - | - | - | - | - | - | 14-20 | 51-58 |
Sling | 49-50 | 59-60 | 611 | 531 | 56-62 | 21-70 | 66-70 | 69 | - | 01-30 | - | 01-35 | 01-20 | 01-30 | 01-70 | - | 59-60 |
Hand axe3 | 51-58 | 61-68 | 622 | 54-68 | 632 | 71-82 | 71-77 | 70 | - | - | - | - | - | - | - | 21-35 | 61-67 |
Club3 | 59 | 69-74 | 632 | 692 | 64-70 | 832 | 78 | 71 | 01-35 | 31-38 | - | 36-50 | 21-30 | 31-50 | 71-80 | 36-80<40> | 68-72 |
Dagger3 | 60-75 | 75-77 | 642 | 702 | 71-73 | 842 | 79-85 | 72-78 | - | 39-48 | 01-854 | 51-83 | 31-70 | 51-90 | 81-85 | 41-60 | 73-75 |
Hammer3 5 | 76-80 | 78-96 | 652 | 71-90 | 74-77 | 852 | 86 | 79-83 | 36-00 | 49-59 | - | - | - | - | - | - | 76-77 |
Spear3 5 | 82-90 | 97 | 66-98 | 91-98 | 78-95 | 86-98 | 87-95 | 84-90 | - | 60-87 | - | - | - | - | - | 61-84 | 78-96 |
Dart | 91 | 98 | 992 | 992 | 96-99 | 992 | 96 | 91 | - | 88-00 | 86-00 | 84-00 | 71-00 | 91-00 | 86-00 | - | - |
Javelin | 92-00 | 99-00 | 002 | 002 | 002 | 002 | 97-00 | 92-00 | - | - | - | - | - | - | - | 85-00 | 97-00 |
<check right border of the table>
Notes:
1 — This weapon type is very uncommon for the particular race. A different
weapon may be chosen when this is the
result of a roll, if the DM so desires.
2 — This weapon type is uncommon for the race in question. Again, a
different weapon may be chosen.
3 —These must be able to be used as hand-held weapons before they can
be thrown or hurled. Thus, anyone who is
proficient in throwing one also automatically has proficiency with
it as a hand-held weapon — and both uses count as
two weapons when determining the number of weapons a character can
use. Note that use of a hand-held dagger (for
instance) does not also imply the ability to throw it.
4 — One exception to the note above: Magic-users must be proficient
in hand-held use of the dagger before they can
also know how to throw it. Thus, only a 6th-level or higher M-U would
know how to use the dagger both ways.
5 — These weapons cannot be hurled or thrown by a character with strength
of less than 9.
trial-and-error method will
produce proficiency. If you have an opening for a
new weapon, then you must
use the unknown weapon through one entire level,
until achieving promotion
to a new level,
to gain knowledge of it.
The weapon
must be used at every opportunity.
Let’s say our swordswoman
finds a
magical flail for a footman.
She wants a
magic weapon and, prior
to meeting the
Champion, she has the capacity
to learn
one new weapon (at 3rd level
she can
use four weapons, plus one
new weapon
upon becoming 4th level).
She elects to
use the flail at every opportunity.
If it is a
+1 weapon, she is then -1
to hit with it,
since her non-proficiency
penalty is -2
(see Players Handbook, page
37). Yet
she is using a magic weapon,
so the
damage is still +1 when
it hits — and
there are many monsters
that can only
be hit by magic weapons.
Some notes on the accompanying
tables and how they were assembled:
Weapon usage is divided
by race according to the Monster Manual, taking
into consideration that
certain races cannot use certain weapons because the
weapon is too long or too
heavy. The
actual percentage distribution
is entirely
subjective and reflects
my views of various races and classes.
On Table 1, there is a chance
for an evil
cleric to use a dagger,
morning star, or
trident because I allow these
things in
my campaign. In theory,
a cleric of a
particular religion might
use any weapon if his deity allows it. I allow dwarven
and halfling thieves the
use of a hand
axe, and I allow dwarven
thieves to use
hammers. Again, these strictures
are
part of my campaign and
not part of the
official rules. Also, I
allow druids the use
of some pole arms. I picture
a druid with
a scythe as being perfectly
logical.
Table 2 is another subjective
categorization, this time of the fired and thrown
weapons. But those missile
weapons attributed to a particular race in the Monster
Manual are heavily weighted in that
direction.
OUT ON A LIMB
Weapon Skill
Dear Editor:
The Leomund’s Tiny Hut article
concerning
the use of sword and shield
(#57) was a commendable
article, and it set me to
thinking.
For quite some time, I have
been using a weapons
skill system that I others
might be interested
in. One of the enormous
improvements
between the D&D
and AD&D game systems is
the proficiency rules. However,
although
these rules provide for
the process of learning
to use different weapons,
there is no way for a
character to excel in any
one weapon. With
the system I devised, an
individual may gain
multiple proficiency in one item. For each
proficiency past the first,
the character gains
a bonus: +3 for fighters,
paladins, and rangers,
+2 for clerics, druids,
thieves, assassins, and
bards, and +1 for magic-users,
illusionists,
and monks.
Using this system, I have in one of my campaigns
a 6th-level elven fighter
with quadruple
proficiency in the longbow.
He has a +9
from special proficiency,
+1 from good dexterity,
and +1 from being an elf
for a total of
+11, which means, quite
simply, that anything
with an armor class of 5
or worse (at short
range) is dead meat as far
as he is concerned.
Then again, he can’t tell
a mace from a halberd.
In any case, I am hoping
that someone
besides myself may profit
from the employment of these
points.
Matt Rogers
Deerfield, III.
(Dragon #59)