Weapons come in three different sizes, small, medium, and large.
Small weapons are always wielded using one hand, medium weapons
may be wielded using one or two hands, and large weapons are
always wielded using two hands (see
Damage for more information).
When a weapon attack critically fails, or a weapon succesfully
parries an attack, or is parried, or blocked, the weapon has to
take a durability check to see if it can shrug off the damage,
or be damaged (or broken if it was already damaged). Weapon
durability check uses the following formula:
Weapon durability check: D6 > 1 + Critical Failure Modifier
Weapon Special Rules
Special rules with a chance component use a D6 to determine
whether the effect takes place or not. If a rule says that an
effect takes place on a roll of 5+, it takes place on a D6
roll of a 5 or 6.
Conduit
Allows the wielder to re-roll failed spell to-hit checks.
Crushing
Halves target creature's physical resistance on a roll of 5+.
Durable
Allows the weapon to re-roll failed durability checks.
Flailing
Ignores target creature's block or parry modifier on a roll of 5+.
Piercing
Ignores target creature's physical resistance on a roll of 6+
Polearm
Allows the wielder to perform melee attacks against creatures within
two spaces instead of creatures within one space.
Slashing
Doubles weapon's base damage on a roll of 5+ against creatures that
have lower physical resistance value than the attacker's uncapped
damage modifier divided by 2.
Slow
Slow weapons must be rearmed before they can be used again. This
can be done by resting while having a slow weapon equipped.
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