First Edition Advanced Dungeons & Dragons™ Character Creation
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AD&D Weapon Information
  In selecting weapons, there are many points to be considered.  These include at the basics the restrictions of class, along with the amount of damage which is done by the weapon and the weight, size, cost, and availability in the milieu.  Also, characters will need a mix of weapon types--edged weapons, blunt weapons, pole arms, thrown weapons, missile weapons, martial arts weapons, and ninja weapons all have their special strengths and weaknesses, and although no character will have weapons of every type, few characters will limit themselves to a single type of weapon.  Weapons often have special uses or rules for special situations which should be considered--the lasso, for example, does no damage at all, but is an extremely useful in many situations.  Some referees use speed factors, or armor class adjustments, or space requirements, or missile fire rates, and for a game in which such factors are used by the DM, the player should consider them along with everything else.  Martial arts weapons and weapons which are martial arts capable gain bonuses when used with martial arts styles, described elsewhere.


If there's a problem, please let me know through this mailto form.  The weight, cost, and availability of weapons is covered under Step 20:  Buy Equipment, specifically on the Equipment:  Weapons page.  Other information is on these tables; I regret that it is not complete--one of my books has been damaged beyond reclamation, and I'm piecing together a few torn pages to get information from it.  If anyone sends me corrected information, I will add it as I am able.  The designation "MJY" indicates a rule or interpretation used at the MyWorld table but not part of the official rules.  Ranges are in game inches, listed in the Multiverser format short:medium:long, except as indicated.
 
Weapon Type
Damage
Size Special Information
S/M L
Aklys Thrown/Melee
d6
d4
 
Range 10 foot (rope to recover) 
Entangling attack
Atlatl Missile
d6
d6
 
Range 3:6:9, fires javelins
Arrow-- 
Armor Piercer
Missile
d4+1
d4
 
Bow ranges 
MJY gives +1 to hit
Arrow-- 
Frog Crotch
Missile
d6
d3
 
Bow Ranges 
Used to cut cords
Arrow-- 
Humming Bulb
Missile
d2
d2
 
Bow Ranges 
Signals up to 1 mile distant 
d3 as a flaming arrow without signaling
Arrow-- 
Leafhead
Missile
d8
d6
 
Bow Ranges 
MJY penalizes -1 to hit
Arrow-- 
Standard
Missile
d6
d6
 
Bow Ranges
Axe, Battle Melee
d8
d8
4'
Axe, Hand Melee/Thrown
d6
d4
1.5'
Ranges 1:2:3
Bardiche Polearm
2d4
3d4
5'
Bec de Corbin Polearm
d8
d6
6'
Bill-Guisarme Polearm
2d4
d10
8'
Blowgun/Needle Missile
1
1
4'-7'
Ranges 1:2:3
Bolt--see Quarrel
 
 
Bo Stick Melee
d6
d4
5'-7'
Martial arts capable 
In occidental rules, d3 against L
Boku-toh Melee
d4
d2
3'
Wooden Practice Katana 
MJY:  Proficiency presumed with katana 
MJY:  Specialization distinct from katana
Bow, Long Composite Bow Ranges 6:12:21
Bow, Long Bow Ranges 7:14:21
Bow, Short Composite Bow Ranges 5:10:18
Bow, Short Bow Ranges 5:10:15
Caltrop Special
1
d2
Portable ground spikes 
MJY:  Hard boots protect 
MJY:  Proficiency not required for use
Chain Melee
d4+1
d4
5'-10'
Martial arts capable 
Entangling attacks
Chijiriki Melee
d6
d8
7'-10'
Two-handed 
Spear or flail attack modes
Chopsticks Melee
d3
d2
0.5'
Chu-ko-nu Bow Ranges 5:10:15 
Repeating Crossbow
Club Melee/Thrown
d6
d3
3'
Ranges 2:4:6
Crossbow, Hand Bow Ranges 2:4:6 
Drow weapon
Crossbow, Heavy Bow Ranges 8:16:24 
Fire Rate 1/2
Crossbow, Light Bow Ranges 6:12:18
Dagger Melee/Thrown
d4
d3
1'-1.5'
Ranges 1:2:3
Daikyu Bow
7'
Ranges 7:14:21
Dart, Blowgun Missile
d2
1
Ranges 1.5:3:4.5
Dart, Thrown Thrown
d3
d2
 
Ranges 1.5:3:4.5
Fang Martial Arts
d6
d4
3'
Elephant goad
Fauchard Polearm
d6
d8
8'
Dismount opponent on any hit
Fauchard-Fork Polearm
d8
d10
8'
Dismount opponent on any hit
Flail, Footman's Melee
d6+1
2d4
4'
Flail, Horseman's Melee
d4+1
d4+1
2'
Fork, Military Polearm
d8
2d4
7'
Dismount opponent on any hit
Garrot Backstab
d4
d6
3'
Choking attack surprise from behind 
Stout collar negates 
Not used in combat
Glaive Polearm
d6
d10
8'
Double damage set against charge (L)
Glaive-Guisarme Polearm
2d4
2d6
8'
Dismount opponent on any hit
Grenade Thrown Ninja weapons--various effects 
Ranges 1:1.5:2
Guisarme Polearm
2d4
d8
6'
Dismount opponent on any hit
Guisarme-Voulge Polearm
2d4
2d4
7'
Dismount opponent on any hit
Gunsen Melee
d3
d2
1'
Martial Arts Capable
Halberd Polearm
d10
2d6
5'
Two-handed axe
Hankyu Bow Ranges 5:10:15
Hammer Melee/Thrown
d4+1
d4
1.5'
Ranges 1:2:3
Hammer, Lucerne Polearm
2d4
d6
5'
Dismount opponent on any hit
Harpoon Melee/Thrown
2d4
2d6
6'
Ranges 1:2:3 
Entangling attack
Hook Fauchard Polearm
d4
d4
8'
May dismount or topple opponent
Javelin Melee/Thrown
d6
d6
3'
Double damage set against charge (L)
Jitte Martial Arts
d4
d2
1'-1.5'
Jo Stick Melee
d6
d3
3'
Martial arts capable
Kama Melee
d6
d4
2'
Ninja weapon
Katana Melee
d10
d12
3'
MJY:  proficiency extends to Bokutoh
Kau Sin Ke Martial Arts
d8
d6
4'-6'
Whipping chain
Kawanaga Melee
d3
d2
8'
Ninja weapon 
Grappling hook 
Entangling attacks
Kiseru Melee
d4
d2
2'
Martial arts capable 
Iron smoking pipe
Knife Melee/Thrown
d3
d2
1'
Ranges 1:2:3
Kumade Polearm
d4
d3
6'
Ninja weapon 
Climbing pole
Kusari-gama Melee
d6
d4
2'
Ninja weapon 
Entangling attacks 
Two-handed weapon
Kyoketsu-shogi Melee/Thrown
d4
d4
6'
Ninja weapon 
Entangling attacks 
Near silent when used 
Thrown use referenced but not defined
Lajatang Melee
d10
d10
5'
Martial arts capable
Lance, heavy Polearm
2d4+1
3d6
14'
Double damage in mounted charge 
Mounted use only (except Cavalier)
Lance, light Polearm
d6
d8
10'
Double damage in mounted charge 
Mounted use only (except Cavalier)
Lance, medium Polearm
d6+1
2d6
12'
Double damage in mounted charge 
Mounted use only (except Cavalier)
Lasso Thrown
0
0
10'-20'
Ranges 1:2:3 
Entangling attack 
May dismount or topple opponent
Mace, footman's Melee
d6+1
d6
2.5'
Mace, horseman's Melee
d6
d4
1.5'
Mace, Oriental Melee
d6+1
d6
3'
Man Catcher Polearm
d2
d2
8'
Two-handed weapon 
Tatget must be near man-sized
Metsubishi Special
0
0
Ninja weapon 
Pepper blower 
Range 3'
Morningstar Melee
2d4
d6+1
4'
Nagimaki Polearm
d6
d8
5'-8'
Horseman's Naginata
Naginata Polearm
d8
d10
8'
Glaive
Needle Special
1
1
Ninja weapon 
Fired from mouth 
Concealed in mouth 
May be fired in bursts
Nekode Melee
d4
d3
0.5'
Ninja weapon 
Climbing claws
Ninja-to Melee
d8
d6
2'
Ninja weapon 
Scabbard usually has special features
Nunchaku Martial Arts
d6
d6
2'
Parang Melee
d8
d8
2'
Heavy machete
Partisan Polearm
d6
d6+1
7'
Pellet Bow with Bullet Bow
d4+1
d6+1
Range 6:12:18
Pellet Bow with Stone Bow
d4
d4
Range 6:12:18
Pick, Footman's Military Melee
d6+1
2d4
4'
Pick, Horseman's Military Melee
d4+1
d4
2'
Pike, Awl Polearm
d6
2d6
18'
Quarrel, Hand Missile
d3
d2
Hand Crossbow Use 
Drow weapon
Quarrel, Heavy Missile
d4+1
d6+1
Heavy Crossbow Use
Quarrel, Light Missile
d4
d4
Light Crossbow Use 
Chu-ko-nu Use
Ranseur Polearm
2d4
2d4
Disarm on hit v. AC8 
Double damage set against charge (L)
Sai Martial Arts
d4
d2
1'-1.5'
Sang Kauw Martial Arts
d8
d6
3'-5'
May include shield function
Sap Backstab
d2
d2
0.5'
5% per point Strength of knockout 
Helmet negates effect
Scimitar Melee
d8
d8
3'
Shaken Thrown
d4
d4
Ninja weapon 
Similar to a shuriken 
Range 1:2:3
Shakujo yari Melee/Thrown Spear concealed in Bo Stick 
Used in either form 
Martial arts capable
Shikomi-zue Melee/Thrown Ninja weapon 
Bo Stick changes to Spear 
May switch forms in combat 
Martial arts capable
Shuriken, large star Thrown
d6
d4
Ninja weapon 
Range 0.5:1:2
Shuriken, small star Thrown
d4
d4
Ninja weapon 
Range 0.5:1:2
Shuriken, spike Thrown
d4
d3
Ninja weapon 
Range 1
Siangkam Martial Arts
d4+1
d4
1'
Iron Arrow
Sling with Bullet Missile
d4+1
d6+1
Range 5:10:20
Sling with Stone Missile
d4
d4
Range 4:8:16
Sode garami Polearm
d4
d3
6'
Ninja weapon 
Sleeve entangler
Spear Melee/Thrown
d6
d8
5'-10'
Two-handed weapon 
Double damage set against charge 
Martial arts capable
Spetum Polearm
d6+1
2d6
8'
Disarm on hit v. AC8
Spiked Buckler Melee
d4
d3
1'
Shield function 
Usually used as off-hand weapon
Staff, quarter Melee
d6
d6
6'-8'
Staff Sling with Bullet Missile
2d4
2d4+1
4'
Range 0:6:9 
No targets closer than 3
Staff Sling with Stone Missile
d8
2d4
4'
Range 0:6:9 
No targets closer than 3
Sword, Bastard Melee
2d4
2d8
4.5'
Two-handed weapon 
May be used one-handed as Long Sword
Sword, Broad Melee
2d4
d6+1
3.5'
Sword, Falchion Melee
d6+1
2d4
3.5'
Includes sabre
Sword, Khopesh Melee
2d4
d6
3.5'
May impede opponent attack 
May bring down opponent
Sword, Long Melee
d8
d12
3.5'
Most common sword in occident
Sword, Short Melee
d6
d8
2'
Sword, Two-handed Melee
d10
3d6
6'
Two-handed weapon
Tetsu-bishi Special
d4
d4
2"
Ninja weapon 
Oriental caltrops 
MJY:  Proficiency not required
Tetsubo Melee
d8
d8
4'
Martial arts capable 
Two-handed weapon
Three-piece rod Martial Arts
d6
d4
6'
Two-handed weapon
Trident Polearm
d6+1
3d4
4'-8'
Tui-fa/Tonfa Martial Arts
d6
d4
2'
Millstone handle
Uchi-ne Melee/Thrown
d4
d4
Short heavy javelin 
Range 1:2:3 
Commonly carried by nobles
Voulge Polearm
2d4
2d4
8'
Wakizashi Melee
d8
d8
2'-3'
Small sword 
Often with matching katana
Whip Melee
d2
1
8'-20'
Entangling attack
 
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