However, before I post my final list, I wanted to post a few addendum thoughts regarding missile weapons: in an indoor or subterranean environment (like a "dungeon") there's really not much call for long range weapons. Not only are you working with fairly short distances before your arrow hits a wall, not only are you losing the ability to "arc" missiles (due to a capped ceiling), not only are the quarters cramped in general with monsters who (in the main) are trying to get into melee...not only that, but in the darkness you're probably going to be out-shooting your light sources.
So for my game, I don't need a lot of shooting weapons. Certainly not the seven found on the battlefields of Chainmail (short bow, horse bow, longbow, composite bow, light crossbow, heavy crossbow, arquebus). Heck, I don't even need all four to six of the ones in older "basic" editions of D&D. Give me bow, crossbow, and rock (thrown or "slung") and I'm good. And no, I'm not going to worry too much about ranges.
Having got that out of the way, here's the weapon list for my basic heartbreaker:
|Ye Old Armory|
- Battle Axe*
- Hand Axe (t)
- Dagger (t)
- One-Handed Sword
- Long Sword*
- Two-Handed Weapon
* indicates weapon may be used with 1 or 2 hands
(t) indicates weapon may be thrown
- Unless stated otherwise, all weapons have a maximum damage of 6
- Two-Handed Weapons have a maximum damage of 8
- All axes add +1 to maximum damage
- All swords add +1 to attack rolls
- Crossbows, Maces, Hammers, and Two-Handed Weapons add +2 to attack rolls versus heavy armor (though the latter loses this bonus in tight quarters).
- Daggers, Clubs, and Slings subtract 2 from attack rolls AND maximum possible damage
- Crossbows require a full (10 second) round of combat to reload
Any questions? Comments? Additional thing I need to consider? Or should I just start working on my post about "wandering monsters?"