Weapons

From World of Charun

Contents

Weapon Division

There are a great number of different weapons in WoC. They are divided into Weapon Proficiency Groups, Weapon Categories and Weapon Types.


Weapon Proficiency Groups

Weapons are divided into three Proficiency Groups based on their design as well as the level of technique and practice that is required to use them:

  • Simple Weapons
  • Martial Weapons
  • Expert Weapons

Everyone are able to pick up a weapon from any Proficiency Group and use it in combat. There are, however, penalties if the character doesn't have the Proficiency Feat.

  • A character proficient with Simple Weapons gains an Attack -3 and Damage -3 penalty if using Martial Weapons.
  • A character proficient with SImple Weapons gains an Attack -6 and Damage -6 penalty if using Expert Weapons.
  • A character proficient with Martial Weapons gains an Attack -3 and Damage -3 penalty if using Expert Weapons.

Go to: Simple Weapons | Martial Weapons | Expert Weapons


Weapon Categories

Weapons in each Proficiency Group are divided into four Weapon Categories:

  • Light Weapons
  • One-Handed Weapons
  • Two-Handed Weapons
  • Ranged Weapons.

There are in other words: Light Simple Weapons, Light Martial Weapons and Light Expert Weapons. One-Handed Simple Weapons, One-Handed Martial Weapons and so on.


Weapon Types

Weapons in each category are gathered into groups known as Weapon Types. Their design and fighting technique is similar, or in some cases nearly identical.

As an example, both the dagger and kukri are found in the Light Simple Weapons Category under Weapon Type: Dagger. The Morningstar and Club are both found in the One-Handed Simple Weapons Category under Weapon Type: Club.


Weapon Feats

In default NWN a character can become an expert with a specific weapon, such as a longword. He would gain attack and damage bonuses with it, but he would have no advantages what so ever when using weapons that are similar in design or fighting technique.

With the WoC weapon feats a character will also be able to become an expert with a longsword, but he will along the way also gain advantages when using other one-handed weapons.

The WoC weapon feats also make it possible for characters to choose a broader approach where lesser bonuses are spread across a large number of weapons, or a more specific path where the aim is to perfect the technique of a certain Weapon Type.

Weapon Feat Tree of WoC:
1. Fighting Style Feat: +1 Damage
2. Weapon Focus: +1 Attack
3. Weapon Specialization: +1 Attack, +1 Damage
4. Weapon Expertise: +1 Damage
5. Weapon Mastery: +1 Attack, +1 Damage


Proficiency Feats

There are three feats, each offering proficiency with one of the Proficiency Groups. All classes begin with at least the Simple Weapons proficiency feat, while most of the combat oriented classes also gain the Martial Weapons proficiency at character creation. Proficiency feats that aren't gained at character creation can be picked later on.

Prerequisite: None

  • Simple Weapons Proficiency Feat
  • Martial Weapons Proficiency Feat
  • Expert Weapons Proficiency Feat


Fighting Style Feats

A character begins by practicing a certain fighting style, before focusing and specializing on more narrow options. Choosing a fighting style gives the character a +1 Damage bonus with all weapons within that category, regardless of Proficiency Group. If the character uses a weapon he is not proficient with, the penalties still occur, but are modified by his +1 Damage bonus.

Prerequisite: None

  • Light Weapon Fighting Feat
  • One-Handed Weapon Fighting Feat
  • Two-Handed Weapon Fighting Feat
  • Ranged Weapon Fighting Feat


Weapon Focus Feat

The feat focuses on a given category of weapons from within a Proficiency Group, such as Simple Ranged Weapons or Martial Light Weapons. It gives a +1 Attack when using weapons from the category.

Prerequisite: The Fighting Style feat that the Weapon Category is found in.

  • (Simple or Martial or Expert) Light Weapons Feat
  • (Simple or Martial or Expert) One-Handed Weapons Feat
  • (Simple or Martial or Expert) Two-Handed Weapons Feat
  • (Simple or Martial or Expert) Ranged Weapons Feat

Weapon Specialization Feat

The feat specializes on a Weapon Type, such as shortswords or clubs, and hands out a cumulative +1 Attack and a +1 Damage bonus.

Prerequisite: Weapon Focus in the category the Weapon Type is found in.


Weapon Expertise Feat

The feat focuses further on a Weapon Type, such as shortswords or clubs, and hands out a cumulative +1 Damage bonus.

Prerequisite: Weapon Specialization in the chosen Weapon Type.


Weapon Mastery Feat

The feat focuses further on a Weapon Type, such as shortswords or clubs, and hands out a cumulative +1 Attack and a +1 Damage bonus.

Prerequisite: Weapon Expertise in the chosen Weapon Type.


Power Critical Feat

When using the selected weapon, the player gains a +4 bonus on the roll to confirm the threat for a critical hit.

Prerequisite: Weapon Specialization in the chosen Weapon Type.


Improved Critical Feat

The feat doubles the critical range of the chosen Weapon Type.

Prerequisite: Weapon Specialization in the chosen Weapon Type.


Weapon Properties

Weapons in WoC have been highly customised with the aim of creating a more realistic environment and a more fun gaming experience. Here is a list of all custom features:


AP - Armour Piercing

Each weapon has an AP (Armour Piercing) value. Melee and throwing weapons use that in combination with the attackers Strength, which is compared to the defenders armour DR value. If the AP + STR modifier equals or is greater than the DR, the DR is halved.

Ranged weapons use the attackers Dexterity bonus in combination with the weapons AP value to determine the armour piercing power. This represents the attacker's attempts to hit soft spots and unarmoured parts of the defenders body.

Example: A club (AP 1d4) wielding brute from the Northlands with Strength 16 (AP +3) attacks a pirate in a leather coat (DR 1d5).

The total AP value is 1d4+3. If the total equals or exceeds the armour DR roll (1d5), additional damage is dealt through the armour, through the DR absorption being halved.

Minimum Damage: Weapons with an AP value greater than zero will always deal out at least "1" in damage, regardless of armour DR.

Durability and Hitpoints

Weapons wear down with use, and get progressively worse stats as that happens. When resting, it's assumed that the character performs maintenance on his weaponry, which in turn repairs them back to the best state their condition allows. However, if damaged enough between rests the weapons may require more skilled repairs to get back to good condition. Furthermore, a skilled craftsman can improve his weapons which results in better performance and more hit points.


Critical Hits

All weapons have a x1 critical hit multiplier. Instead of a flat damage multiplication on a critical hit, another weapon damage roll (without bonuses) is added to the damage, and AP will roll as maximized.


Restore

Repair

Improve

Break



More about: Combat

  • Compiled list of weapons usable with the Finesse Feat in attempting to bypass armour DR: Finesse Feat


Back to: Main Page | Equipment | Armour and Weapons

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