Crafting Iron Weapons

Designing Weapons

The Skryim Tabletop Conversion Project needs some weapons! In the last post we created our first weapon. Today we will take a look at what the rest of the iron weapons should look like and how the iron material feels across each weapon type. Our dagger was a light weapon, simple to handle, low stamina cost, and low damage, let’s move onto something larger.

 

Iron One-Handed Weapons
In order of weight we have swords, war-axes, and maces. Each gets a bit heavy and becomes slower to swing while doing a bit more damage.

Daggers started at 1 base damage. Let’s give swords 2 for base damage. Then as we move up in weight we’ll increase damage by 1. Axes get 3 and maces get 4.

Now this damage increase comes at a cost in weight. Since there is a big jump from daggers to swords, let’s give swords a base stamina cost of 3 (increased by 2 instead of 1).

Since swords, axes, and maces are relatively close in size we can continue increase stamina costs by 1. Axes have a cost of 4, and maces have a cost of 5.

We now have a baseline for creating basic weapons. Let’s make the next jump.

 

Iron Two-Handed Weapons.

In order from lightest to heaviest we have greatswords, battle axes, and mauls/warhammers.

So far we have been increasing our base damage by 1, let’s continue that trend. Iron Greatswords get 5, battle axes get 6 and the warhammer gets 7. Similar between daggers and swords, maces and greatswords have a large size difference. We’re going to increase stamina cost by 2 from maces to greatswords. Greatswords cost 7, battle axes cost 8, and warhammers cost 9.

Now the amount of damage goes up by 1 each time, but the stamina cost jumps a few times higher than the damage done. I think this is good actually because dealing high amounts of damage can actually be better than the stamina efficiency. Think about it like this, the more damage you can do in a single turn with a single weapon the faster you can kill an enemy. The more turns an enemy is alive, the more chances they have to damage you.

So while larger weapons are less efficient, they can often kill the enemies in fewer turns which means you take less damage. Now there are situations where  you will want to use lighter weapons. Some characters may not have enough stamina to wield heavy weapons effectively. Characters will also have to wait longer between swings if their stamina doesn’t regenerate fast enough.

This is when lighter weapons come in handy. They are easier to wield, more efficient, and will be able to be swung more frequently. Which you use will be mainly up to your desired playstyle.

 

Advantage and Power Attacks

I feel that advantage should add effects that really resonate with the type of weapon and its material. Iron weapons are very basic and mostly blunt weapons. For now I’ll just give all iron weapons (2 advantage = +1 damage)

Advantage out of the way let’s talk about power attacks. To keep things simple for these iron weapons how about increasing the stamina cost by 1 and adding additional dice to the roll?

Daggers are pretty light so we will add a boost dice. One-handed weapons being a bit bigger can add an ability die, and two-handed weapons being MUCH bigger can add a proficiency die.

The weapons feel pretty consistent to their material and weight. They don’t have a lot of special bonuses but they are only iron. As we start creating weapons with more advanced material types like elven, glass, and daedric we will start adding more specializations. Speaking of specializations let’s talk about tags and a bit about weapon types.

 

WEAPON TYPES AND TAGS

Daggers are light weapons often used by thieves and assassins. They are nimble and fast but dealing low damage. They should generate extra advantage that can be used by other perks and abilities.

Swords are sharp and often used to stab and pierce armor. They should be able to negate or pierce armor.

Axes are bladed and used to slice which can cause bleeding over time.

Maces and Warhammers are blunt, causing massive amounts of damage while having a harder time breaking through armor.

This is a bit different than in Skyrim. It didn’t make sense to me that blunt weapons would ignore the targets armor rating. By adding these tags onto the cards we can allow abilities/perks/characters/etc to trigger off of them.

Take Argonians for example, they have thick scales that protects them from damage. It makes sense that bladed weapons like axes would slide off of the scales and deal less damage. They could be given a passive racial ability that reduces all incoming damage from bladed weapons by some amount.

We’ve covered a lot about weapons and just touched on a racial ability. Overall we are making some great progress and I can’t wait to see you in the next post!

Thanks for reading,

Brock