Category Archives: DnD

Martial Weapons in the IK

[Martial Weapons]One of the traditionally-awkward aspects of the Dungeons & Dragons game system, going back to AD&D is weapon proficiency. Quite simply defined, proficiency with a given weapon means that a proficient character knows how to properly use the weapon in combat. Using a weapon one is not proficient with will incur certain penalties, most notably a penalty on all attack rolls. The problem has always been in determining which weapons a given character knows how to use.

In AD&D, this was accomplished by giving the various character classes a fixed number of starting weapon proficiencies (and in some most cases a restricted list of allowable weapons), with additional proficiencies being granted as the character progressed. The main problem with this was that the Fighter character, master of arms that he is, would end up with a stupendously long list of weapons he could use competently, but would run across an enchanted Ranseur and be at a loss as to how to use the darned thing until the following character level. In time, the Fighter would reach a peak point after which new proficiencies were of no practical use.

Third edition D&D addressed this problem by creating three major groupings of weapon types, “simple” weapons that nearly anybody would know how to use, “martial” weapons that only skilled armsmen would master, and “exotic” weapons, which were simply not typically in use, and required specialized training or exotic origin in order to put to good use. Fighters are considered to be proficient in all simple and martial weapons. Quite tidily done for any reasonably-standard D&D world.

But with third edition Dungeons & Dragons came the d20 system, the OGL, and eventually Privateer Press and their Iron Kingdoms setting. The Iron Kingdoms has a significantly different technology level than traditional fantasy roleplaying games, and distinct ethnicities with different cultures and martial traditions. How does the d20 system’s weapon proficiency match up? A quick search for threads regarding firearm proficiency rules on their forum will tell you that it works a little less well than you might expect.

I’ll be following this introductory article with some suggested lists of weapons that should be considered “Martial,” “Simple,” or “Exotic” based upon the Iron Kingdoms cultural groups. Expect most Khadoran subcultures to favor Axes, Cygnarans to favor swords, and so forth.

Chibi Cryx

[Chibi Cryx]Fans of japanese animation have long been aware of a subgenre known as “super-deformed.” It originated, to the best of my knowledge, with the release of small-bodied, big-headed “cute” Gundam toys many years ago. Super-deformed versions of all many of popular products have come forth, from chibi-Dragonball to chibi-Evangelion. Well, a fellow calling himself JaggedToothGrin on the Privateer Press Fora has brought this deviant little tradition over to the world of WARMACHINE. Presented for your amusement, Chibi Cryx, the diabolically-evil, piratical, tyrranous, (and now cute) arch-villains of the Iron Kingdoms setting:

[So much huggable evil]

From left, these are the Warwitch Deneghra, the Iron Lich Asphyxious, Lich Lord Terminus, a Bane thrall, and Pirate Queen Skarre.

Unarmed Combat

[Old-fashioned Arse-whuppin]Ok, so Fighters in D&D have traditionally been pretty lousy at a wide variety of things, excelling only in pumelling, piercing, or hacking opponents into pulp. The d20 system did a lot to make the Fighter a more appealing character class, largely through the customization allowed by the class’s feat progression. This allows them to closely match the archery or two-weaponed fighting skills of a Ranger, the mounted combat skills of a Cavalier, the brutal attacking power of the Barbarian, or any suitable blend of the above. Alas, the d20 core rules don’t give them a viable means of beating the living snot out of their opponents with their bare hands.

For ease of reference, here are the d20 Modern unarmed combat feats, grouped by “feat tree.” They provide three separate ways that a Fighter could progress in unarmed combat prowess, and while they don’t make a Fighter the equal of a Monk for this purpose, it gives them some room to grow. Consider using them in your fantasy campaign.

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