While all very good and fantastically interesting, my thought experiment is about combining Holmes with Cook, and the rule about daggers attacking twice per round (obviously making it an "uberweapon" with d6 damage) got me thinking about a way to combine Holmes and Cook to scratch an itch about weapon damage. What follows is a variable damage weapon table that also gives players a tactical element to weapon choice:
These weapons are small and/or swift. While they do only d4 damage, they allow a character to have two attacks per round.
These versatile weapons only do d6 damage but may be used both as a thrown weapon and as an HTH weapon.
- Hand Axe
These weapons are good at getting through armor. Though they only do d6 damage, they are at a +1 to hit in HTH.
- Short Sword
- War Hammer
These are standard HTH weapons. They do d8 damage.
- Morning Star
While these weapons do d10 damage, they are slow. Therefore, characters who use them always lose initiative.
- Battle Axe*
- Pole arm*
- Two-Handed Sword*
- Bows do d6 damage but are +1 to hit.
- Crossbows do d10 damage but lose initiative when they need to be reloaded.
- Slings do d8 damage.
* = two-handed weapon