Talk:4e Mundane Weapons

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Designing Double Weapons[edit]

I've been looking at the Adventurer's Vault update for double weapons and trying to figure out when each property should be applied. I think I understand now.

  • Always give the secondary end the Off-hand property.
  • If the primary end is based on a versatile or two-handed weapon, give the primary end the Stout property.
  • If the primary end is based on a two-handed weapon, the secondary end is a "sub-simple" weapon (a simple weapon with damage die or proficiency lowered by one step)
  • If the secondary end is based on a off-hand weapon, give the secondary end the Defensive property.

So, looking at the Adventurer's Vault double weapons:

  • The double axe is based on two battleaxes, which are versatile, so it isn't Defensive.
  • The double flail: The flail is a d10 versatile weapon, but WoTC seem to have used a lighter flail based on a d8. So it gets Defensive.
  • The double sword is based on two Short Swords, off-hand weapons, so it gets Defensive, but not Stout.
  • The Urgosh is based on a greataxe (two-handed) with a "sub-simple" spear as the secondary end. It gets Defensive and Stout. Marasmusine (talk) 10:19, 8 February 2013 (MST)


We need a framework for firearms, all the ones currently listed are overpowered. They should provide an interesting alternative to bows and crossbows, perhaps introduce a new mechanic. They should not just tack on more damage and High Crit.

For a start I think that carbine rifles should have the Small property so halflings and gnomes can use them. Marasmusine (talk) 18:09, 11 March 2014 (MDT)

Okay, here's the start of the framework:

  • Early firearms (matchlock, e.g. arquebus) are Simple.
  • Mid-period firearms (wheelock, e.g. musket) are Martial.
  • Late firearms (rifles) are Superior.
  • Ball/shot and blackpowder weapons need two minor actions to load.
  • Ball has a +2 proficiency bonus, shot has +3
  • Cartridge weapons need one minor action to load (and of course might have a magazine or cylinder).
  • Cartridge weapons have a +3 proficiency bonus.
  • Cartridge weapons should not be as advanced as modern firearms and should have some drawback. We could use something like the weapon breakages rule from Dark Sun. If you roll a natural 1, the firing chamber is damaged and the weapon can't be fired again until after the next extended rest. Marasmusine (talk) 03:00, 12 March 2014 (MDT)

I've given blunderbuss-type weapons a version of Brutal that only works at normal range. This is to compensate for the two minor actions for reload. Other firearms get "Powder Crit" which is a lesser form of High Crit. Weapons that deal 1d4, 1d6 or 1d8 damage do an extra 1 damage per tier on a critical hit. 1d10 and 1d12 weapons do an extra 2 damage per tier on a critical hit. Marasmusine (talk) 14:44, 17 March 2014 (MDT)

Help Me! (PrinceoftheAngels)[edit]

My weapon: isn't showing up in 4e mundane weapons, even though I left the wording within the parentheses. Also, I cannot post from my Ipad for some reason (it solves the puzzle, I type the letters/numbers, but then it will not let me save).

Fixed it for you (you got category and type mixed up :) I've also removed the High Crit property since it's a blunt training weapon. Marasmusine (talk) 13:26, 11 February 2015 (MST)


Thank you so much!

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