You read that and went, what? Yeah variable weapon damage in our old school games leads itself to certain weapons being choice and others being discarded to henchfolk or hirelings. I ran across a blog years ago; I forget which one (shrugs), and thought the concept of your hit die as being your weapon damage kinda neat until I ran it at my table and now I love it.
It is a simple concept really but your Hit Die that you roll is simply also the die you roll for medium sized; one handed attacks, weapon damage. A long sword, short sword or Battle Axe deal the same damage as your hit die so a beefy Fighter or Dwarf trained in the martial arts does d8 with pretty much everything whilst a Cleric/Halfling/Elf deals d6 leaving Thieves and Magic-Users to deal a paltry d4 with a sword. Pretty easy and if it's a two handed weapon you deal a bump up in hit die to the next die so Fighters deals d10 with Two Handed Weapons while a Cleric/Elf would deal d8 with his two handed weapon of choice leaving the Thief and Magic-User dealing d6 with Two Handed Weapons like Staff or whatever. The inverse is true with Small weapons like slings and daggers dealing a die less in damage so Fighters deal d6; still formidable, while Clerics,Halfling, Elf and Thieves; added an exception that they deal regular damage with small weapons, deal a d4 and the non melee oriented magic-User deals a terribly unimpressive d2.
I should make a graphic
'Name level' would bring a big change with everything bumping up a die. These more devastating d10 Sword and Axe swings for Fighters and Dwarves while Clerics, halflings and Elves would fight as ably as a lower level fighter dealing d8 with their weapons. Magic-Users and Thieves after a life time of experience dealing a respectable d6 in their regular strokes. It has worked very well for my table games and although I have not done the math for how it would compare to doing the Rules as Written way it is enjoyable and gives a more class specific approach to melee. Borrowing from later editions I do allow 'versatile' weapons who can do either regular one handed or the bump to two handed damage when wielded two handed for the iconic Bastard Sword; hand an a half sword, or the Battle Axe; Barbarian favorite, as well as the versatile Staff, Spear or Bardiche. Your mileage may vary with your particular players tastes.
The damage range being pretty much the same has allowed the style of weapon now to be a more cultural representation. The Long Sword being the preference of the civilized lands while the Broad Sword and Battle axe of those groups closer to the edges of civilization. I did notice Spear use jumped quite a bit and its representation in party members hands was more in line with historical use while at the same time the dread of facing long bows became more prevalent as well as it turned men-at-arms into d8 at range and trained soldiers into d10 murder machines of castle walls and armies. That damage curve change brought a healthy respect for the Duke's forces, Go figure. Humanoids now also became more feared in numbers as their damage curve grew as well and for B/X or Labyrinth Lord this is readily felt at the table. But should not force of arms be more fearsome than most tooth and claw attacks? I think so and this tweak to the rules made it noticeable.
As always curious to how others have handled tweaks or house rules like this as well.
Game Well, Game Often
#OSR #DnD #LabyrinthLord #MindsGaming #ttrpg