Weapons of unusual size

Young Guts from Berserk

Young Guts from Berserk

Hexagram characters begin with stats rated from 0 to 3, using the arrays I originally developed for Gravity Sinister. (There is a random determination table for players that do not like to bother with making choices.) Then, each level, including first, players choose one stat to improve. The same stat cannot be improved two levels in a row. The max character level is 10, which means that the highest a stat can be naturally is 8 (3 initial + the 5 for every other level increases).

Among other benefits, characters with higher strength scores can wield ever more obscenely scaled weapons. There are three size categories beyond standard: huge, giant, and colossal. They require, respectively, strength scores of 4, 6, and 8, to wield effectively. (Category names are subject to adjustment.)

For normal weapons, strength adds to melee damage, up to +3. Larger weapons can express strength beyond this limit. Huge weapons allow up to +5, giant up to +7, and colossal up to +8. (In general, the max bonus is one less than the ability threshold for the next largest weapon category.) For simplicity, there are no special encumbrance considerations for oversized weapons. Each counts as one significant item. They do, however, cost more to repair (an additional 1d6 * 10 SP per exceptional size category).

Larger weapons retain any type benefits. Thus, a giant axe can express up to +7 melee damage from strength and also provides a sunder bonus to damaging enemy equipment. Oversized missile weapons apply strength to damage rather than perception, but are fixed at +4, +6, or +8, depending on the size category. For example, a huge elephant gun deals +4 damage even if the wielder has 5 strength. Such weapons still use perception for attack tests.

Though this system is designed with big weapons in mind, it would be easy to adapt to enchanted weapons that would only serve worthy warriors (that is, those strong enough or with large enough attack bonus for D&D), and so could be another way to explain and manage the traditional restriction that only fighters can use magic swords.

For AD&D (1E and 2E) ability scores, use the strength damage bonus rather than the Hexagram strength ability. For something like D&D 3E or 5E, use the ability modifier. The mappings are not perfect, but they should be good enough. Some other rulings may be required, given that HP quantities in 3E or 5E are higher that the OD&D standards I tend to assume, so adjust accordingly.

Edit: though above I noted that there are no special considerations regarding encumbrance, I am not fully convinced that is the right way to go. I think as written there may be insufficient incentive for diversity of weapon choices (that is, anyone with high strength would prefer an oversized weapon), which is perhaps uninteresting. I will need to see how this plays at the table, but one potential modification would be for each extra size category to count as a significant item, though I am wary of slipping graduated encumbrance in via the backdoor.

Inspiration:

Pursuer's Ultra Greatsword from Dark Souls 2

Pursuer’s Ultra Greatsword from Dark Souls 2

Guts from Berserk

Guts from Berserk

Monster Hunter concept art

Monster Hunter concept art

Cloud from Final Fantasy 7

Cloud from Final Fantasy 7

Saw spear from Bloodborne

Saw spear from Bloodborne

Monster Hunter concept art

Monster Hunter concept art

Bow from Monster Hunter

Monster Hunter concept art

2 thoughts on “Weapons of unusual size

  1. JB

    Based on your inspirations for this concept, is it necessary to have a strength requirement for such fantastical/nonsensical weapons? Perhaps a level requirement, certainly a class requirement, but why make actual beefiness a pre-req? The concept of the skinny dude or dudette with the outrageously-sized fantasy blade is a cool one (for games of certain persuasion)…why restrict them to folks who are maxing their muscles.

    If you want some sort of balancing factor (so that not every fighter wants to wield a ten-foot sword or whatnot), then give it restrictive encumbrance and/or slower combat speed (compared to standard-sized gear). But don’t make ’em wait till they’ve nearly maxed their level to play with the toys…let ’em make a name for themselves as the big-axe-wielder (or whatever) starting at 2nd or 3rd level, regardless of their physical strength.

    Just a suggestion. It’s a neat idea.
    ; )

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  2. Gus L

    I was thinking about this in a less anime and more quasi practical way when I was thinking about how Jaegers in my Fallen Empire setting hunt owlbears – especially not that I give owlbears and such things a hefty damage resistance that is especially effective against missiles.

    I’m thinking huge crossbows like the one depicted for that monster hunter (though I’m not sure what the extra length on that thing is for) with two man teams and generally from blinds. The murdering of giant beasts of legend would seem to require something beyond the norm for the murdering of men. After-all the equipment for hunting whales is highly specialized, you’d think that for monstrous beasts would be as well. What’s a fantasy elephant gun look like? An elephant sword?

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