FLAT WEAPON
DAMAGE AND WEAPON CATEGORIES
One of the interesting
things about the Little Brown Books of 1970's D&D is how weapon damage and
Hit Dice were modeled with flat D6 damage. The difference between weapons
was non-existent until the game embraced it's "alternate combat rules"
and added varied damage and varied hit bonuses against certain types of armor,
corresponding directly to certain Armor Classes in 1975's Greyhawk - booklet
number 4. The now standard variable damage and Hit Dice a rather large
change that has been adopted wholeheartedly by the game, while the more complex
weapon vs. armor rules are largely abandoned. I enjoy the simplicity and low HP totals that D6 hit dice and weapon damage provide, as the low values make combat more risky for players and far quicker. The system seems to hold together better into the mid-level game as well with flatter damage and lower HP, as any attack has a good chance of removing a full Hit Dice from a creature or character. With variable HD and damage low-level characters are more fragile (many monster and fighter attacks do D8 damage vs. lower Hit Dice totals) while higher level creatures are far stronger with their larger hit-dice. Additionally I have a suspicion that injury from dungeon perils was never adjusted to be in line with the variable damage and HD system, and that D&D has carried the ad hoc nature of this change ever since. My only real evidence for this is the way falling damage remained set at a D6 per ten feet up to the game's second edition. Whatever the game balance advantages (real or imagined) of flat D6 Damage and Hit Dice the simplicity of it and the way it flattens power levels of both monsters and characters is very appealing.
I want to make player weapon choice matter however, without the fiddly weapons v. armor table or the implied vanilla fantasy setting it creates with its armor types. It's been popular in the OSR/DIY/old-school D&D blogging community to discuss how to do this, to maintain the spirit of the Greyhawk weapon v. armor table, while using more interesting and simpler rules for some time. I endorse this idea, and have tried to work varied additional effects into play during my games with the goal of providing combat options and spaces for some tactical decision making in purely narrative (that is without game boards/combat maps or tokens) combat.
Having played in my OD&D based version of HMS APOLLYON for some time now I have discovered that the weapon effects are often ignored by players (and the GM) in the excitement of the combat turn, and that certain rules are less convenient/intuative to use. I have made some changes to the weapon effects/classes (originally pulled from several sources and authors) below, and I intend to use these categories for monster attacks as well, so the pincers of a Crayhound (horrible 1/2 lobster 1/2 dog beasts) will be crushing while the tentacles of a Roper are certainly and entangling attack.
WEAPONS AND
THE APOLLYON
All attacks aboard the
Apollyon, like all Hit Die, are D6 based. A dagger in the hands of a
skilled user is just as deadly as an axe and both do exactly the same damage.
Only two handed/heavy weapons do more damage, inflicting 2xD6 pick the highest
(what some call the advantage mechanic). However, to make weapon choice
interesting I have created the following categories of weapon which each have a
different combat effect.| Common Weapons Aboard the HMS Apollyon |








