Weapon Changes - Quality Properties in beyond the boundary | World Anvil
BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Remove these ads. Join the Worldbuilders Guild

Weapon Changes - Quality Properties

Weapon Changes - Quality

Weapons are now able to be purchased, found or given away at different states of repair.

  In the changes outlined, you can have properties on any weapon type from the tier list below.  

The differences

You can now as the tier states, use your weapon to sacrifice its durability to make critical hits against you a non-critical damage roll.  

Tier 0:

Reinforced - This weapon can be used to reduce the effects of three critical hits to normal hits before downgrading its quality to reliable. Damage rolls with this weapon are made with an additional die, and you take the highest rolled. (Cost: x4)
 

Tier 1:

Reliable - This weapon can be used to reduce the effects of two critical hits to normal hits before downgrading its quality to faulty. (Cost: x2)
 

Tier 2:

Standard. The weapons you might already have. The weapon you have can be sacrificed to block a Critical Hit (You cannot block a bullet's Critical Range property's effect critical hits over 20 combined dice and bonus).   The block of a critical is a reaction that does not cost your reaction.
 

Tier3:

Faulty - When you make an attack with this weapon and roll a 1 on the d20, you take damage equal to the Ability Score modifier used for this weapon. Damage rolls with this weapon are made with an additional die, and you take the lowest rolled. (Cost: x1/4)
   

Tier 4:

Ruined - Attack rolls with this weapon are made with disadvantage. (Cost: x0) Given Away for Free, Trash Weapons.      

Any additional weapon properties you should check the side bar on the following articles. This information is outlined in

  Simple Weapons & Martial Weapons &



 

Related articles - Equipment - Armour

Armour Class Revamped - Armour and Shields - AC Calculations - - Armour Changes - Quality Propterties -Armour Tiers

Related articles - Equipment - Weapons

Weapon Changes - Quality Properties - Simple Weapons & Martial Weapons - Advanced Weapons

Quality Properties

  Properties for the following for weapons using the tier system in this article.
 
Reinforced Weapons that are built to take a hit also are very finely crafted. Roll additional ADV for the dice of damage on hit, take the highest score. I.E 2d4 = 2,3 & 3,4. You then take the 3,4 rolls with Reinforced weapons.     Faulty Weapons that are dinged, chipped or otherwise not intending to be blunt, but not sharpened. Roll additional disADV for the dice of damage on hit, take the lower score. I.E 2d4 = 2,3 & 3,4. You then take the 2,3 rolls with Faulty weapons.     Ruined Weapons that are Ruined, although can be saved are barely useable. Weapons that are Ruined have disADV to Attack rolls with this weapon. Additionally all the effects of Faulty (Roll additional disADV for the dice of damage on hit, take the lower score. I.E 2d4 = 2,3 & 3,4. You then take the 2,3 rolls with Faulty weapons.)
FAQ:
Q: "I have a magic weapon or an unbreakable weapon, what happens if I take reactions to reduce the critical damage to normal? Does it degrade still?" A: *Magic equipment can still become faulty (tier 3) but it will not reach Ruined (tier 4) without a DM saying an effect or something similar (acid or dipped in lava) damages it enough*

Remove these ads. Join the Worldbuilders Guild

Comments

Please Login in order to comment!