This weapon, unlike their starter, has fewer restrictions. Instead of choosing from a very basic list, characters can pick from anything they would like. These should not be fancy, complicated weapons -- shouldn't have gemstones inlaid or fancy engraving, at this point, nor should they be firearms of any sort -- but aside from that, any type is acceptable for use!
An additional weapon claim doesn't replace your starter weapon. This remains in your inventory, but note that you can only use one weapon at a time, and should announce which is your choice at the beginning of any battle.
As a reminder, here are the stats for weapons:
There are three weights of weapons:
- Balanced weapons, or weapons of a middling/average weight, do a base of 6 damage.
Agile weapons, or weapons that are small and light, do a base of 4 damage but give +1 to your hit roll.
Heavy weapons, or weapons that are big and heavy, do a base of 10 damage but give -1 to your hit roll.
There are three classes of weapons:
- Melee weapons such as swords, daggers, maces, and bludgeons give no modifier to init, and and a standard amount of HP.
Ranged weapons such as bows, darts, throwing axes, and slings give a +15 to init, but players start with -3 HP. Ranged weapons win on ties.
Defensive weapons such as shields, bucklers, and gauntlets give a -15 to init, but players start with +6HP. Defensive weapons lose on ties.
For clarity, here are some examples of the various weapon combinations.
Note that these are only examples! If you have a weapon not on this list, use your best judgment to decide where it belongs.
- Melee: balanced - sword, staff, axe || agile - dagger, brass knuckles, claws || heavy - greatsword, greataxe, warhammer.
Ranged: balanced - bow, spear, javelin || agile - crossbow, throwing stars, whip || heavy - greatbow, throwing axes.
Defensive: balanced - average shield, spiked shield || agile - gauntlets, buckler || heavy - greatshield, tower shield.