Melee and Ranged Weapons: Melee weapons are used for making melee attacks, though some of them can be thrown as well. A character who uses a weapon with which he is not proficient takes a –4 Penalty on attack rolls. All characters are proficient with unarmed strikes and any natural weapons possessed by their race. Characters of other Classes are proficient with an assortment of simple weapons and possibly some martial or even exotic weapons. Barbarians, fighters, paladins, and rangers are proficient with all simple and all martial weapons. Simple, Martial, and Exotic Weapons: Anybody but a druid, monk, or Wizard is proficient with all simple weapons. These categories pertain to what training is needed to become proficient in a weapon's use (simple, martial, or exotic), the weapon's usefulness either in close Combat (melee) or at a distance (ranged, which includes both thrown and projectile weapons), its relative encumbrance (light, one-handed, or two-handed), and its size (Small, Medium, or Large). Weapons are grouped into several interlocking sets of categories. If this second Attack Roll is equal or greater than the target's AC, the hit becomes a critical hit, dealing additional Damage. If a critical threat is scored, another Attack Roll is made, using the same modifiers as the original Attack Roll. When the result of the die roll to make an attack is a natural 20 (that is, the die actually shows a 20), this is known as a critical threat (although some weapons can score a critical threat on a roll of less than 20). This Damage is subtracted from the current Hit Points of any Creature struck by the weapon. From the common Longsword to the exotic dwarven urgrosh, weapons come in a wide variety of shapes and sizes.Īll weapons deal hit point Damage.
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