Weapon groups were first introduced in the Complete Fighter’s Handbook, and sort weapons by similarity – if you are proficient with the long sword, you are also familiar with the bastard sword, because both are similar enough to belong to the same weapon group. You can group weapons in other ways as well. This blog presents a way to sort weapons by how various groups and cultures use them together across the Tablelands. So rather than grouping weapons by type – swords, bows, clubs, polearms etc. – they are instead grouped by common background – Tyrian infantry weapons, Urikite cavalry weapons and the like.
The idea is that someone who has trained with the Tyrian infantry as part of their background, for example, will have spent a great deal of time working with a specific set of weapons common to that background. This approach allows players to add colour and diversity to their characters, and gain familiarity with a broader selection of weapons.
Here’s how it works – and these rules are summarised in the pdf attached below, as always:
Weapon Group Affinity
All characters start play having affinity with one cultural weapon group – the one that most closely matches their background. The character should choose any starting weapon proficiencies from that cultural weapon group.
Warriors are proficient with all weapons, but still choose a cultural weapon group with which they have affinity. This is relevant if the warrior wishes to specialise in the new fighting styles described hereafter.
It is also relevant to gladiators, who can gain weapon expertise in an entire cultural weapon group for a single weapon proficiency slot.
Every time a character gains another weapon proficiency slot, they can gain affinity with another cultural weapon group at no cost, with the DM’s approval. The character needs to have been exposed to or established some connection with the culture in question through play.
A character can also gain affinity with a cultural weapon group at any time by spending a weapon proficiency slot.
Familiarity
All characters are automatically familiar with any weapon related to a weapon they are proficient in. As noted above, weapons are related if they are part of the same cultural weapon proficiency group.
For example, if a character has affinity with the Tyrian infantry weapon group and is proficient in the use of the long sword, then they are familiar with the warhammer because they’re part of the same cultural weapon group.
Familiarity is not as good as proficiency, but it beats not knowing anything about a weapon at all. Characters only suffer half the normal non-proficiency penalty when attacking with weapons they are familiar with. They may attempt any normal attacks (the familiarity penalty still applies), and suffer no initiative or rate of fire penalties.
Familiarity does not allow the wielder to use any special weapon attacks that require proficiency in the weapon.
As noted above, gladiators can gain expertise in an entire cultural weapon group at the cost of a single weapon proficiency slot.
Cultural Weapon Group List
Here are some sample cultural weapon groups for use in your game:
Aarakocra Lancer
Javelin
Lance
Long bow
Net
Spear
Spear, long
Balican Legionnaire
Dagger
Dart
Javelin
Net
Sword, hook
Talid
Balican Navy
Dagger
Harpoon
Net
Sword, short
Trident
Wrist razor
Bard
Bard’s friend
Blowgun
Dagger
Garrotte
Master’s whip
Widow’s knife
Draji Eagle Knight
Dejada
Hawk hatchet
Javelin
Long bow
Spear, long
Sword, khopesh
Draji Jaguar Knight
Dejada cestus
Javelin
Long bow
Spear, long
Sword, two-handed
Wrist razors
Dray Enforcer
Crossbow, hand
Dagger
Javelin
Mancatcher
Morning star
Sword, bastard
Dwarf Defender
Battleaxe
Crossbow, heavy
Handaxe
Sword, long
Sword, short
Warhammer
Elf Raider
Composite long bow
Composite short bow
Dagger
Long bow
Short bow
Sword, short
Gulgan Champion
Dagger
Long bow
Shield, spike
Spear, double-bladed
Sword, bastard
Talid
Gulgan Judaga
Blowgun
Long bow
Net
Spear
Staff-sling
Sword, mandible
Halfling Hunter
Blowgun
Composite short bow
Dart
Dagger
Short bow
Sling
House Guard
Club
Dagger
Short bow
Spear
Sword, long
Sword, short
Jozhal Runner
Axe, hand
Dagger
Dart
Short bow
Sling
Sword, short
Lizardfolk Kreel Rider
Club
Harpoon
Javelin
Lance
Spear
Trident
Nibenese Phalanx
Crusher
Datchi club
Gouge
Spear, long
Sword, two-handed
Tortoise blades
Nibenese Shocktrooper
Bard’s friend
Cahulaks
Dragon’s paw
Gouge
Singing sticks
Tortoise blades
Nikaal Explorer
Blowgun
Club
Javelin
Spear
Sword, long
Tkaesali
Pterran Pterrax Rider
Javelin
Lance
Puchik
Slodak
Spear
Thanak
Raamin Kuotagha
Bard’s friend
Chain whip
Garotte
Sword, hook
Whip
Whip, master’s
Raamin Mansabdar
Club
Club, great
Mancatcher
Net
Scourge
Whip
Ssurran Trader
Alhulak
Carrikal
Spear
Spear, long
Sword, mandible
Tortoise blades
Tarek Berserker
Axe, great
Club, great
Handfork
Heartpick
Sword, great
Wrist razors
Tari Tunneller
Blowgun
Dagger
Knife
Short bow
Sling
Sword, short
Thri-kreen Kak
Chatkcha
Gythka
Ko•
Kyorkcha
Lajav
Zerka
Tribal Warrior
Alhulak
Blowgun
Carrikal
Knife
Short bow
Sword, mandible
Tyrian Guard
Cahulak
Crossbow, heavy
Dagger
Lotulis
Mancatcher
Sword, long
Tyrian Infantry
Dagger
Puchik
Short bow
Spear
Sword, long
Warhammer
Urikite Cavalry
Dagger
Flail, cavalry
Javelin
Lance
Short bow
Sword, short
Urikite Scout
Dagger
Flail, infantry
Hamanu’s staff
Long bow
Staff-sling
Sword, long
New Fighting Styles
Just like in the standard rules, characters can specialise in different methods of fighting by spending a weapon proficiency slot. Below are two new fighting styles for the cultural weapon proficiency group system. Each bullet point costs one weapon proficiency slot.
These styles are used with the cultural weapon proficiency groups. A character must have affinity with one or more cultural weapon groups to specialise in these fighting styles.
Cultural Affinity Fighting Style
This fighting style details basic applications of cultural weapons groups, improving a character’s skill with weapons in those groups.
Cultural Familiarity: You suffer no non-proficiency penalty for any weapon that is part of a cultural weapon group you have affinity with.
Improved Expertise: Gain a +1 bonus to damage with one weapon with which you have expertise in a cultural weapon group you have affinity with.
Manoeuvre Expert: Gain a +1 bonus on CMB checks with all weapons in the same cultural weapon group.
Well-Practised: Reduce the speed factor of all weapons in a cultural weapon group you have affinity with by one point.
Cultural Excellence Fighting Style
This style expands a character’s command of cultural weapons, developing the scope of benefits when using culturally related weapons.
Broad Approach: When you specialise in a weapon, you gain expertise in two other weapons in the same cultural weapon group.
Cultural Adaptation: Add two weapons to a cultural weapon group you have affinity with.
Cultural Overlap: Pick a weapon that is part of a cultural weapon group you have affinity with. You now have affinity with another cultural weapon group that also contains that weapon.
Well-Maintained: Weapons in a cultural weapon group you have affinity with never risk accidental breakage.
OK, give this system a whirl in your own game and let us know how it plays. And if you come up with your own weapon groups, please share!
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