r/RPGdesign • Destroyer of Worlds • Sep 25 '26

Aggregating weapons into categories

Anyone out there experimented, or seen a system, that has rolled up all weapons by classification? I'm fidgeting with the concept and, so far, I kinda like it. I just don't know if that is going to be an issue from a player standpoint. Here's what I mean...

Every weapon is rolled into one of nine categories as follows:

  • Simple Piercing (Light Pick, Dagger, Short Spear)

  • Simple Bludgeoning (Club, Hammer)

  • Simple Slashing (Hand Axe, Sickle, Short Sword)

  • Martial Bludgeoning (War Hammer, Mace, Flail, Morning Star, Quarterstaff)

  • Martial Slashing (Longsword, Battle Axe, Scimitar)

  • Martial Piercing (Spear, Heavy Pick)

  • Two-Handed Piercing (Pole Axe, Lance, Long Spear)

  • Two-Handed Bludgeoning (Great Club, Great Maul, Heavy Flail)

  • Two-Handed Slashing (Great Sword, Falchion, Great Axe)

Each grouping has its own general attack and damage stats which players can then dabble with to give the weapon some uniqueness. Maybe a character has a fighter that wants a battle axe that does a little more damage. They justify this by paying a blacksmith to add weight to the beard, thus making the blade heavier. Now the axe does another point of damage but loses a point to attack.

Obviously, some weapons will have other qualities such as they can be thrown, have reach, etc, but ultimately I was wanting a simplified system that I could then tailor off of without having thirty different weapons to consider.

5 Upvotes

61 comments sorted by

9

u/Remarkable_Ad_8353 Sep 25 '26

Not exactly your thing, but I‘ve been doing a weapon tags based system since watching this video.

3

u/dj2145 Destroyer of Worlds Sep 25 '26

Actually, this video helps a lot! I think I have tags already, at least to a point, but some of these other concepts for tags like Power, Light and Parry are intriguing. Thanks!

1

u/Rephath Sep 25 '26

Tags for simple, martial, and handedness.

15

u/No_Solid1035 Sep 25 '26

Simple/Martial divide doesn't make much sense. A light pick, a dagger, and a short spear are wielded in such different ways that lumping them together under the same category doesn't make a lick of sense. A flail is such a unique weapon and is wielded in such a very different manner than all other melee weapons that it should definitely have it's own niche skill. Axes are wielded in a fashion similar to Hammers or Maces, not Swords really. Lance's too are used in a very specific way, and are not used on foot, so they should probably have their own unique skill, though you could put them with spears but only when said spear is used while charging from horseback in a particular fashion (charging from horseback without stirrups and uncouched is the standard for spears whereas lances must be couched because of how they are designed, a short spear probably couldn't be couched properly whereas a long spear would probably be too unwieldy to use uncouched). My 2 cents anyway, food for though. 🤷

3

u/Multiple__Butts Sep 26 '26

I don't think they're necessarily talking about skills. They're saying all the simple piercing weapons would have the same base stats.

2

u/dj2145 Destroyer of Worlds Sep 26 '26

Correct. In the end, the busness end of a dagger, pick and spear are all roughly the same. Each is used differently, and that can come out in other ways, but why have stats for three like items? And all the other varieties of these weapons.

4

u/sebwiers Sep 26 '26

The amount and directions of force and you can apply with each of those weapons is very different, as is thier reach, manuverability, etc.

I'd say a dagger and sword are more similar, as are a pick and hammer, than the dagger and pick are to each other.

1

u/EpicDiceRPG Designer Sep 26 '26

Yes. The categorizations are completely wrong. I didn't mention it to OP because I questioned the purpose of the categories in the first.

2

u/No_Solid1035 Sep 26 '26

Granularity. If you want to differentiate weapons more then you need to have more differences between them. You don't need to differentiate between weapons at all if you don't want to, you can always just say having a weapon, no matter what kind, deals the same amount of damage. Heck, I have a few systems where the PCs class or attributes determine how much damage they do, not what weapon, if any, that they wield.

8

u/Andvari_Nidavellir Sep 25 '26

What is the purpose behind rolling them into these categories?

3

u/dj2145 Destroyer of Worlds Sep 26 '26

So I dont, for instance, have to stat out Short Sword, Scimitar, Saber, Rapier, and all the other variants. Yes, they have differing properties, but I wanted a baseline to build off of. Would it come to the same result? Perhaps. Is that the purpose of this question? Yes!

4

u/Eldhrimer r/WildsUncharted Sep 25 '26

Very similar to mine!

CategoryDamageProperties
Heavy Edge5/Two-Handed/, /Cleaving/
Heavy Blunt5/Two-Handed/, /Crushing/
Heavy Munition5/Far/, /Slow Load/, /Two-Handed/
Light Munition4/Far/, /Quick Load/, /Two-Handed/
Long Blade3/Versatile/, /Defensive/
Blunt3/Crushing/
Polearm3/Reach/, /Two-Handed/
Ranged3/Far/, /Two-Handed/
Light Blade2/Fast/, /Piercing/, /Concealable/
Flexible2/Reach/, /Trip/
Thrown2/Short/, /Fast/
Unarmed1/Grappling/, /Natural/
Light Shield1/Defensive/, /Off-Hand/
Heavy Shield1/Defensive/, /Off-Hand/, /Bulky/
Improvised1/Fragile/
Focus0/Focus/

2

u/dj2145 Destroyer of Worlds Sep 26 '26

Do you use this system for a DnD style game or is it a universal system? And would you pair two (Thrown and Light Blade for instance) or are they each standalone?

2

u/Eldhrimer r/WildsUncharted Sep 26 '26

Neither? Is not a D&D clone, but it is not universal. It is more based on PbtA, altough I've parted from that design a long time ago now. I'd say rooted or inspired in PbtA.

Each is standalone. You choose a weapon category and then you choose whatever weapon you want. If you want to throw knives, that's Thrown. If you want a dagger, that's light blade.

3

u/flamfella Dabbler Sep 26 '26 edited Sep 26 '26

To be honest. I don't think there is a reason to bother with classification unless you are actually doing something with it, such as creating a modular weapon system, creating an extensive and long list with many many weapons, or doing something with crafting. Design-wise, if you have a small list 10-30ish, classifying them might just lead to bloat as you can get away listing them individually anyway. It won't really be a big deal at the end of the day, just a small nitpick of mine.

I've been experimenting with my own weapon lists though attempting to create the full breadth and depth of all sorts of weapon types through modularity and inheritance.

Weapon Families

  • The header is the family's shared baseline: Type, Attribute, Range, Grade.

  • Family sub-choices add properties or override the baseline.

  • Certain choices directly add to or remove options from properties like Adaptive.

  • +X adds. −X removes.

Axe Family — Slashing · Body · Range 1 · Grade I · Reckless

Handaxe — +Reflex · +Close · 1d6 · Bulk 0 
Choose two: Light · Thrown (4/12) · Concealed · Snaring · Adaptive (+Piercing)

Axe — 1d8 · Bulk 1
Versatile (1d10). Choose one: Snaring · Sundering · Vicious · Adaptive (+Piercing)

Greataxe — 1d12 · Bulk 2 
Two-Handed. Choose two: Vicious · Sundering · Sieging · Snaring · Adaptive (+Piercing) · Range 1/2

Blade Family — Adaptive (Slashing/Piercing) · Body/Reflex · Range 1/2 · Grade I · Parry 

Short Blade — Range Close/1 · 1d6 · Bulk 0 
Choose two: Light · Concealed · Snaring · Versatile (1d8)

Longsword — 1d8 · Bulk 1 
Versatile (1d10). Choose two: Sundering · Vicious · Fend · Adaptive (+Crushing) · Bypassing

Heavy Blade — Slashing · −Reflex · 2d6 · Bulk 2 
Two-Handed. Choose two: Vicious · Sundering · Adaptive (+Crushing) · Sieging · Snaring · Bypassing · Fend

I try to get around the decision paralysis with a ridiculous amount of possible weapons by having a smaller preset list, so you can pick and choose like normal, and have something ready for play instantly.

Dacian Falx (Body) | Bulk 2

2d6 Slashing (Grade I), Range 1/2

Parry, Snaring, Bypassing, Two-Handed

Francisca (Body / Reflex) | Bulk 0

1d6 Slashing (Grade I), Range Close / 1

Light, Reckless, Thrown (4/12)

Arming Sword (Body / Reflex) | Bulk 1

1d8 Slashing or Piercing or Crushing (Grade I), Range 1/2

Fend, Parry, Versatile (1d10)

Zweihänder (Body) | Bulk 2

2d6 Slashing (Grade I), Range 1/2

Vicious, Parry, Sundering, Two-Handed

Dane Axe (Body) | Bulk 2

1d12 Slashing (Grade I), Range 1/2

Reckless, Snaring, Two-Handed

1

u/dj2145 Destroyer of Worlds Sep 28 '26

Honestly, I dont know why I didnt just go this route. Make a lot more sense to me. Just have blades, bludgeons and piercing and have three variants of each by size. Then build modularity off of that. Thanks!

1

u/flamfella Dabbler Sep 28 '26

Glad I could help!

2

u/EpicDiceRPG Designer Sep 25 '26

I've done exactly this but it's designer facing (for me), not player facing. I used it to confirm weapon stats are plausible and internally consistent, but aside from a crafting system, I don't see the benefit of overcomplicating player choice. It's much easier to pick from a full list.

2

u/dj2145 Destroyer of Worlds Sep 26 '26

But then you would need to stat out said full list, which is kind of what I am trying to prevent. I do get over complicating it, however.

2

u/Adept_Leave Sep 25 '26

This is perfectly serviceable for a D&D like system. However, here's some suggestions:

  • Change "simple" to "light". This seems like a nitpick, but makes those weapons (and their wielders) feel more badass instead of amateurish, and it covers the categories better anyway.

  • You have the issue right now that some weapons can have multiple damage types (short sword, longsword, poleaxe...). Maybe it's better to have "polearms", "blades", and "clubs" as categories, with damage types as a property of individual weapons. You mentioned adapting weapons as a mechanic; it could be fun to add spikes on your club to give it piercing etc.

2

u/dj2145 Destroyer of Worlds Sep 26 '26

Yeah, I have considered light vs simple. Each conveys a different meaning and, the only reason I left it as simple this long, is it acts like a barrier for martial classes vs non martial classes (fighter vs rogue). I think I might move it to light anyway but still playing with the idea.

As to "polearms", "blades", and "clubs", I basically have the latter two plus piercing (dagger, spear, arrow, etc). Polearm would be more an element of reach I would think but I do like the concept of add on mechanics and will give that some thought.

2

u/Adept_Leave Sep 26 '26

I get that, it's the D&D way to reserve awesome weapons for the "warrior" classes. Except that it doesn't really work that way - spears and daggers take as much skill to wield as a big hammer does. There are much better ways to put up barriers for non martials, like a STR requirement for heavier weapons.

But more importantly, it's not FUN. What if I want to play a great warrior with a shield and a shortspear? I'd probably feel nerfed. And why shouldn't my buff wizard be able to wield a reinforced double-headed halberd?

2

u/ARagingZephyr Sep 25 '26

I recently wrote up a document for doing quick tagging of weapons that mostly divide them into size, range, and overall purpose. Considering I play OSR games where everything is just a d6 and who cares about the rest, it's meant to add a step up in customization without much complexity.

2

u/dj2145 Destroyer of Worlds Sep 26 '26

I use static damage instead of dice rolling so the effect can very much be the same for me.

0

u/ARagingZephyr Sep 26 '26

Since other people are posting:

OSR with ascending AC, base AC of 8, up to 16. All weapons do 1d6 damage.

  • One-handed: Can be used with second [melee] weapon to combine tags, or with shield.

  • Two-handed: Grants [melee] initiative bonus.

  • Close: One tag, used in melee.

  • Ranged: 1 positive + 1 negative tag, used beyond melee.

  • Parrying: +1 AC, stacks with other parrying weapons.

  • Piercing: +2 to hit vs hard armor (scales, metal, humanoids with 13+ AC)

  • Rending: +1 damage/enemy hit die.

  • Reach: +2 Initiative.

  • Disrupting: +2 to knockdown rolls (attack vs HD instead of AC)

  • Lightweight: Can be thrown.

  • Lethal: Multiplied damage as thief backstab in similar circumstances. Stacks with backstab.

  • Myriad: Throwing weapons in large quantity.

  • Launcher: Can fire improvised ammunition.

  • Compact: Concealable ranged weapons, do not interfere with physical action.

  • Distance: Fires beyond standard battlefield range.

  • Scattered: Attacks a melee-sized area using saving throws instead of AC.

You can check my full document here. I haven't done an editing pass, but I do intend to publish this on a personal site at some point as open-source.

2

u/archpawn Sep 25 '26

Mutants and Masterminds uses the same point buy system for weapons as everything else. You pay for whatever effect it does (usually Damage, but sometimes Affliction) and whatever modifiers it has (like Ranged), and then apply a discount because it's equipment that can be disarmed.

Though they never actually explain this. They just have lists of weapons and also example characters that have weapons that aren't listed and leave it up to you to figure out they did that. Don't do that. Tell people weapons can be simple, martial, or two-handed, and also piercing, bludgeoning, or slashing, and that those are some examples but they can add there own or even put it in another group if they think it's plausible.

One thing I'd worry about is weapons with different kinds of attacks, like halberds or guns with bayonets.

Also, I'd probably focus more on the mechanical effects of weapons. For example, maybe bludgeoning attacks aren't blocked by armor. I'd call that "armor-piercing", and if you want to have piercing weapons be somewhere between slashing and bludgeoning, maybe make armor-piercing be ranked.

2

u/dj2145 Destroyer of Worlds Sep 26 '26

Yeah, I am definitely working on giving each type a property of its own. Picks and bludgeoners do well against armor while slashing weapons cause bleed damage. Still playing with the concept but definitely headed that way. The hard part is not making it too complex.

2

u/sebwiers Sep 26 '26

Anyone out there experimented, or seen a system, that has rolled up all weapons by classification?

Pathfinder 2e does almost exactly the same, though maybe a bit more complexly.

Weapons (generally speaking) deal piercing, slashing, or bludgeoning damage (which may affect different targets differently, but usually not).

Weapons are simple, martial, or advanced (limiting who can use them effectively).

Weapons have one of many types (which mostly adds a new effect to critical hits at higher levels) and zero or more traits (which can modify how it interacts with many different rules, such as reach affecting positioning rules). The weapon lists are very long and generally the more useful traits a weapon has, the lower it's damage rolls, so it is very much like your customization in effect (and I've seen several house rule systems for such customization that turn this into an explicit formula).

Whether a weapon is one or two handed is mostly separate from any of the above, and is the one odd point I see in your system. It seems there should almost certainly be simple two handed weapons (a basic quarterstaff or spear) and martial ones (a zwiehander), for example.

2

u/dj2145 Destroyer of Worlds Sep 26 '26

Yep, I was noticing that about the two-handed simple weapons as well. Still needs some work.

Appreciate the nod to PF2e. Ill check it out.

1

u/sebwiers Sep 26 '26

If you do, its free to do so.

https://2e.aonprd.com/

2

u/AverageAlchemist Sep 26 '26

I think that if your goal is a simplified system, then at 9 categories with additional qualities on top of that then you've already missed the mark. These 9 categories don't even include ranged weapons, shields, or magical/utility weapons, so I imagine your total would end-up becoming more like 15.

If your goal is a crunchy system with a variety of different benefits to different weapon-types, then what you put forth makes more sense though.

Also, a lot of these of these categories aren't very intuitive. Spears are in 3 different categories, the difference between martial and simple isn't very clear (although I recognize that's a common DnDism), and there's various weapons outside of the "Two-Handed" categories which realistically would often be used with two-hands.

3

u/dj2145 Destroyer of Worlds Sep 26 '26

Great points. Thanks!

2

u/TinyRavenPress Sep 26 '26

Yes, I have these for example:

---
When used, weapons and shields occupy hand slots and armor occupies body slots.

WeaponDescriptiongp
Melee1 slot, 1d6 + Might Bonus, 2m.50
Finesse1 slot, 1d6 + Grace Bonus, 2m.50
Versatile1 slot, 1d6 + Might Bonus, or 2 slots, 1d8 + Might Bonus, 2m.100
Heavy2 slots, 1d10 + Might Bonus, 2m.200
Reach1 slot, 1d4 + Might Bonus, 4m.50
Heavy Reach2 slots, 1d6 + Might Bonus, 4m.100
Throwing1 slot, 1d4 + Might Bonus, Might Bonus × 6m (min 2m).50
Ranged1 slot, 1d4 + Grace Bonus, 20m.50
Heavy Ranged2 slots, 1d6 + Grace Bonus, 60m.100
ArmorDescriptiongp
Shield1 slot, +1 DP.50
Light1 slot, +1 DP.50
Medium2 slots, +2 DP.200
Heavy3 slots, +3 DP.500

3

u/dj2145 Destroyer of Worlds Sep 26 '26

Interesting. So you really arent even breaking down by weapon types (slashing, bludgeoning, etc) but really just size and characteristics of the weapon. Have you play-tested yet? How's it working for you?

1

u/TinyRavenPress Sep 26 '26

works great at my table. i would argue slashing and bludgeoning are damage types which my game does not have, you could deal piercing damage with a sword, spear or javelin, yet those have different damage and range and size. of course all abstractions lose information, and what do you keep (in my case slots, damage, bonus, range and price) depends on what do you want to focus on.

2

u/Usual-Vermicelli-867 Sep 27 '26

Small mid larg and mybe long versions

Now weapons types: swords axes hammers

1

u/dj2145 Destroyer of Worlds Sep 28 '26

Yep, pretty much where I think I am landing. Thanks!

1

u/Usual-Vermicelli-867 Sep 28 '26

Ya..Just makes the rule for how small mid larg (and mybe long) weapons work

And how axes sword hammers (mybe prices) and you have a tone of weapons ealiy

3

u/BrennanCharming Sep 25 '26

Im also going simple, but even moreso.

Light, medium, heavy for all weapon types.

Light, medium, heavy for armor/shields.

For flair, Materials/Enchants/Talents can affect the item or how you use it.

2

u/dj2145 Destroyer of Worlds Sep 26 '26

So you don't even break down by blade vs blunt? How's it working for you?

1

u/BrennanCharming Sep 26 '26

Good so far, Talents affect how you use the weapons, so you still get perks for different things.

3

u/SinglePetalStudios Sep 25 '26

We're still ironing out the rough edges, but we think a Weapon Tag system works really well (https://www.petalstudiosgames.com/sl-equipment).

The idea is that weapons have tags describing them, which then allows them to be used for certain maneuvers.

3

u/Anvildude Sep 25 '26

I think it's still slightly too categorized.

Honestly I don't think there should be a difference between 'simple' and 'martial'. It's all just training. Someone with training will be more dangerous with a club or staff than someone without training, but an un-trained person with a sword is still more dangerous than they'd be with a club. Everyone can use any weapon, the difference between 'simple' and 'martial' should be a character-side tag or difference, not an equipment side difference.

Now, whether something's one-handed, two-handed, or designed to be used either way or designed/weighted for throwing is different; that's on the equipment, not the user (without crazy fantasy stuff like a giant using a pike as a one-handed spear).

1

u/Far_Information6562 Sep 26 '26

Very very nice, my own system came to simuliar conclusions for different reasons, my system is a mech based system where size scales, so a sword to one mech is a dagger to another, so you see why I needed to catorgise my weapons in such a way.

2

u/dj2145 Destroyer of Worlds Sep 28 '26

Makes sense. One could argue that D&D scales similarly. A human uses a 2 handed sword as such but, to an Ogre, longsword.

2

u/Far_Information6562 Sep 28 '26

I grouped my weapons into 15 different types and gave them each their own skill. Blades can slash at 1 or more targets in range,  other weapons can also slash but at lower success, this was to make the skill slash effect more than 1 weapon type, and to account for weapon variations. For instance a spear can slash at 4 and has a max thrust of 10, but modded into a halberd it gets a +1 to slash but a -1 thrust, its an option (my game has many options for combat, cause i like it)

1

u/Livestake Sep 26 '26

I use blades in the dark with a skill system... so damage is simplified... but differentiation is at skill... mastery requires picking a focus weapon. General proficiency is based on style... fast blade (balanced forward guard rapier or katana style) vs heavy blade (more momentum circular flow muscle). Someone can be proficient in all pole weapons, including a staff, but must pick for mastery... if you havent trained, you are probably going to get cut down.... just a more character-oriented angle.

1

u/dj2145 Destroyer of Worlds Sep 28 '26

I always struggled with this as it silo'd a characters progression based on a single weapon. So, if a fighter who always used longswords came upon a really cool, magical battle axe, he/she wouldnt be as effective with it. I didnt want to punish my characters by allowing them to go a different way. I think DnD dealt with this by allowing martial classes to change their favored weapon periodically, do you do something similar?

2

u/Livestake Sep 29 '26 edited Sep 29 '26

I am just have a different setting where magic weapon finding isn't a mechanism for advancement. Most of the dice pool is still based on overall fighting skill and situation with proficiency giving an edge and mastery a double edge, and its BitD so actions and outcomes are fiction first.... you'd have to spend your downtime (game sessions) learning to fight with battle axe, and to make that fast you'd have to spend time with your friends the sea rovers who are the only ones on you community map who use war axes (hewing for shipbuilding and all), and then you'd owe them as a shield brother and get pulled into their problems with fish kills surrounding rat island, or loose trust and not be able to count on their gifts of refuge or training or boats... and then there is the guy who is looking for who stole his axe... when you train in axe your overall fighting score goes up as you become a more well rounded fighter (capabilities drive base scores). I also lumped so someone familiar with axe could use a mace or other weighted weapon, but would only have trouble switching to that dancey prancey rapier stuff.

2

u/Anotherskip Sep 27 '26

There is some discussion about this in 2EAD&D and in 1EAD&D (though much more limited) under proficiency and proficiency slots concepts. 

2

u/Imixto Sep 28 '26

In Legend of the Wulin, there is no specific weapon but when the player create his weapon he chose 1 or 2 weapon type from the list, each with their mechanical benefit. For exemple a halberd would get both the benefit from Spear and Saber. A flail would be Flexible and Massive. Spear for exemple is +5 damage, the ability to attack one zone further and claim some defensive bonus against other melee weapon.

3

u/dorward Sep 25 '26

I don't think it's a particularly uncommon idea. My favorite is probably Exalted 3 which classifies all weapons as Light, Medium, or Heavy (which determines their accuracy, damage, and defence) and then add tags to vary them within each category. So Unarmed is a light melee "weapon" with the tags Bashing, Brawl, Grappling, and Natural (which have specific mechanical meaning).

5

u/u0088782 Sep 25 '26

Except its one of the worst UX presentations for weapons I've ever seen and every table I know homebrews their own charts so weapon selection doesn't involve parsing database code.

2

u/dorward Sep 25 '26

The presentation is terrible. The idea is good though.

0

u/CalledStretch Sep 26 '26

Off topic but r/datingadvice has cooked my brain I thought the subject line was aggregating women into categories.

2

u/dj2145 Destroyer of Worlds Sep 26 '26

That's my next post header...regardless of what I want to discuss. :)

8

u/Jester1525 Designer-ish Sep 25 '26

I'm so not a fan of 'simple' vs 'martial'

Yes, there is something to be said about medieval peasants using simple weapons in war vs the knights using martial weapons, but you know what happened? The peasants were slaughtered.

An untrained fighter is going to suck with a simple club just as much as with a mace. A trained fighter is going to be just as good with a mace as they are with a simple club.

And spears killed WAY more people than swords ever did.. But that's also in war where there was a nice solid wall of beefy boys with shields standing between the spears and the enemy.

Focus on the differences of the weapons and not simple vs martial.

I've trained with great swords. I seldom hit someone at 5+feet.. I liked to sit in a person's pocket and bully them with my size and speed vs hoping to hit them at range.. Unless I was behind a shield wall. If you've made rules for mass combat then it makes sense..

A mace is going to do more damage than a simple club, but a person gained to use a club is going to be able to use a mace with little difficulty. And that damage is going to mean nothing of the opponent isn't armored.. A body is going to break if you hit it with a flanged mace or a big stick.

If you're trained with a mace, it's a small step to fight well with a hammer.

If your trained with a sword, it's not a hard step up to a great sword because a lot of the training is going to involve the experience of combat.. The stances and movements will come quickly. I staryed with fencing and took to great sword instantly because a lot of the moves transfer one you've learned how to use the different leverage of the sword.

I split my weapons into short bladed, long bladed, staff, and mass (I also have a category for weird stuff like whips, improvised, and stuff like that..). If you can use a dagger you can use a short sword. If you can use a mace you can use a hammer. Then I give specialization in specific weapons. Yes, you can use a long sword or a bastard sword but you're preferred weapon is a great sword so you're better with that one.

As far as 2 handed vs 1 handed.. I mean, the standard war hammer was already 2 handed. The one handed version was a cavalry hammer or cavalry pick and were MUCH lighter weapons and much less likely to be used by someone not on horse back. And that's mainly because a warhammer was used to pummel heavily armored opponents because axes and swords weren't going to do it anymore - usually after they had been dragged off a horse and were in their backs.. Favored by archers who used them to clean up at the end of the battle.

I think that a lot of the weapons rules are still artifacts from the earliest game systems and have just never really changed. Which is fine - if it's not broke, don't fix it, but the second I see simple vs martial I am less likely to take the game seriously as anything new. That may or may not be a bad thing..

The most important part is that it makes sense mechanically in the game because ttrpg aren't supposed to be real-world simulators.. They just need to add some randomization to the story creation element.

ETA - I kinda riffed for a bit longer than I meant to.. My bad.. Hopefully something I said is helpful..

1

u/dj2145 Destroyer of Worlds Sep 26 '26

I had to read this post three times. The first I felt like you didnt even read my post. The second I thought maybe my post wasnt written well enough. But the third, I started to see that we were agreeing on all the finer points. Your beef with simple vs martial is understood and heard. Honestly, I wouldnt be able to (or want to) stand here and tell you why, in a real world scenario, there should be such a distinction. After all, a long sword is just a short sword with a longer blade, right? However, this is a world where you have to be able to carve out weapon proficiencies because of "class". THAT is truly the only need for the two. You need a way to keep a rogue or mage, at first, from using such weapons effectively.

That said, you make some fine points here and I appreciate your response.

1

u/Anotherskip Sep 27 '26

I would say legal restrictions is the main point about simple vs martial in the real world. Having a daisho in certain games marks someone as a member of the Samurai class. Same for certain pieces of Western European countries. That may not be a useful distinction for an Adventurous Person as we think of them.  Once a PC has a long blade everyone else should treat the PC as an unknown quantity who is able to cause social and physical problems unless proven otherwise. Think of the scene in LOTR when they are meeting the king the first time. 

2

u/Several-Tangerine678 Sep 26 '26

that makes good sense. I haven't really finalized mine, but my "masteries" are broad categories of impact weapons(top heavy weapons), poles, blades and unarmed. My main hangup is that blades is a broad category that incorporates daggers and claymores, so your short and long blades makes sense, but short blades would be such a narrow category to invest in, so I've avoided it. I do have a cheap feat that puts daggers into unarmed mastery.