Weapons & Armor
Weapon damage in this
Carcosa campaign is not random, nor is it tied to the shape and form
of the weapon. Rather, damage is determined based on what the weapon
is made of:
| Material | Damage | Damage When Broken |
| Wood or chitin | 1d4 | 1d2 |
| Horn or stone | 1d6 | 1d3 |
| Bone or obsidian | 1d8 | 1d4 |
| Metal | 1d10 | 1d5 |
In this version of
Carcosa, metal (and the ability to forge it) is rare. Any monkey-man
can pick up a heavy piece of wood and use it as a cudgel, any
primitive can shape a stone into an axe-head, but if you want a
sweeeeeet bonesword you're going to have to seek out a talented
bonecrafter in a large town or city.
Two-handed Weapons: Two-handed weapons roll twice and take the higher result.
Weapon Breakage: If
you roll a 1 on your attack roll, your weapon breaks. You can still
use the broken weapon, but it now only does half damage. Any further
breakage renders the weapon useless.
Armor provides protection
based on how spiky it is:
| Armor Spikiness | Descending Armor Class | Ascending Armor Class |
| A few noteworthy spikes here and there | 8 | +1 |
| A respectable level of spikitude | 7 | +2 |
| Be careful in crowded hallways | 6 | +3 |
| You could be in a black metal band | 5 | +4 |
| You are the envy of porcupines | 4 | +5 |
| None more spiky | 3 | +6 |


I like weapon breakage in D&D combat.
ReplyDeleteI am here to help.
DeleteHold on, John Blanche orc picture, and a table to determine the effectiveness of Chaos Death spiky armour? You ,Sir, are a genius.
ReplyDeleteI've been saying that for years.
DeleteCool. Where does this guy rate on the Shear (heh) Spikeness Scale.
ReplyDeleteAC 4. Needs spikes growing from the spikes to go lower.
DeleteI like the weapon breakage rules, though I'm not too keen on the spikey armour rules.
ReplyDeleteAlso, I'd love to see prices for the various weapon materials.
I'm thinking that nothing is for "sale" in the usual sense in my Carcosa. It's all barter & trade.
DeleteMaybe set different thresholds for weapon breakage, also based on materials? Bone breaks on a 3 or less, wood on 2 or less, etc? Metal might require less than 1, so it can break only if there's at least one penalty to hit.
ReplyDeleteProbably a good idea, but too fiddly for me because I am lazy.
DeleteThis is a great way to handle weapon damage in general, I think, if you live on a planet where a bunch of different materials are present. I would also consider using this system in an old-school Dark Sun campaign.
ReplyDeleteI definitely had Dark Sun on the brain when I wrote that up.
DeleteI like the idea of weapon damage based on material thing. It is nice and easily adaptable to less gonzo fantasy games, too.
ReplyDeleteHowever, the spiky armour rule? That is just insane. In the sense of excellent, of course :)
Thanks!
DeleteJack do you mind if I adapt this for Basic Fantasy RPG? It won't be a straight rip of course, I would just like to use the general presentation.
ReplyDeleteGo for it!
DeleteAlright thanks a bunch!
Delete