How can I mix up weapons for large groups of similar monsters/characters?Can player characters identify...
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How can I mix up weapons for large groups of similar monsters/characters?
Can player characters identify monsters?What objective criteria can I use to restrict carrying multiple large weapons besides weight?How to handle large groups of enemies?How can I create reasonably challenging encounters for large groups?Resources for Large GroupsAre there rules for weapons dealing more or less damage against bigger or littler monsters?How can characters know which weapons to use underwater?Can medium Sized characters use Small sized weapons?How do arcane pool, mage bullets and similar abilities interact with specific magic weapons?Are there rules for attaching weapons to mounts or characters?
$begingroup$
In Waterdeep: Dragon Heist, there is an encounter that requires a large number of similar NPCs/monsters, based on the (slightly edited for spoilers) text block:
the City Guard arrives and cordons off the Alley, posting six guards at each entrance. The guards don’t allow anyone in or out without permission from a superior officer. Another six guards, including a sergeant with 18 hit points, make their way to the crime scene and watch over the scene until the City Watch arrives.
The stat block for guard has a single action as a spear.
However, presumably a squad of this size would have a mixture of weapons for different situations, ranges, damage types. So instead of 12 City Guards armed with spears, I have 4 armed with spears, 4 with maces and 4 with shortswords and changed the to hit modifier and damage to match the RAW attack and damage values for Guard, so if any combat starts, there should be no statistical difference (apart from vulnerability/resistance/immunity damage types).
Are there any unforeseen issues with changing the weapons like this? Are there better/recommended ways to make these changes?
dnd-5e weapons published-adventures waterdeep-dragon-heist
$endgroup$
add a comment |
$begingroup$
In Waterdeep: Dragon Heist, there is an encounter that requires a large number of similar NPCs/monsters, based on the (slightly edited for spoilers) text block:
the City Guard arrives and cordons off the Alley, posting six guards at each entrance. The guards don’t allow anyone in or out without permission from a superior officer. Another six guards, including a sergeant with 18 hit points, make their way to the crime scene and watch over the scene until the City Watch arrives.
The stat block for guard has a single action as a spear.
However, presumably a squad of this size would have a mixture of weapons for different situations, ranges, damage types. So instead of 12 City Guards armed with spears, I have 4 armed with spears, 4 with maces and 4 with shortswords and changed the to hit modifier and damage to match the RAW attack and damage values for Guard, so if any combat starts, there should be no statistical difference (apart from vulnerability/resistance/immunity damage types).
Are there any unforeseen issues with changing the weapons like this? Are there better/recommended ways to make these changes?
dnd-5e weapons published-adventures waterdeep-dragon-heist
$endgroup$
add a comment |
$begingroup$
In Waterdeep: Dragon Heist, there is an encounter that requires a large number of similar NPCs/monsters, based on the (slightly edited for spoilers) text block:
the City Guard arrives and cordons off the Alley, posting six guards at each entrance. The guards don’t allow anyone in or out without permission from a superior officer. Another six guards, including a sergeant with 18 hit points, make their way to the crime scene and watch over the scene until the City Watch arrives.
The stat block for guard has a single action as a spear.
However, presumably a squad of this size would have a mixture of weapons for different situations, ranges, damage types. So instead of 12 City Guards armed with spears, I have 4 armed with spears, 4 with maces and 4 with shortswords and changed the to hit modifier and damage to match the RAW attack and damage values for Guard, so if any combat starts, there should be no statistical difference (apart from vulnerability/resistance/immunity damage types).
Are there any unforeseen issues with changing the weapons like this? Are there better/recommended ways to make these changes?
dnd-5e weapons published-adventures waterdeep-dragon-heist
$endgroup$
In Waterdeep: Dragon Heist, there is an encounter that requires a large number of similar NPCs/monsters, based on the (slightly edited for spoilers) text block:
the City Guard arrives and cordons off the Alley, posting six guards at each entrance. The guards don’t allow anyone in or out without permission from a superior officer. Another six guards, including a sergeant with 18 hit points, make their way to the crime scene and watch over the scene until the City Watch arrives.
The stat block for guard has a single action as a spear.
However, presumably a squad of this size would have a mixture of weapons for different situations, ranges, damage types. So instead of 12 City Guards armed with spears, I have 4 armed with spears, 4 with maces and 4 with shortswords and changed the to hit modifier and damage to match the RAW attack and damage values for Guard, so if any combat starts, there should be no statistical difference (apart from vulnerability/resistance/immunity damage types).
Are there any unforeseen issues with changing the weapons like this? Are there better/recommended ways to make these changes?
dnd-5e weapons published-adventures waterdeep-dragon-heist
dnd-5e weapons published-adventures waterdeep-dragon-heist
edited 3 hours ago
V2Blast
23.5k375147
23.5k375147
asked 4 hours ago
StuperUserStuperUser
2,93723062
2,93723062
add a comment |
add a comment |
3 Answers
3
active
oldest
votes
$begingroup$
Are there any unforeseen issues with changing the weapons like this?
Yes
The unforeseen issue is that you create the impression in the minds of the players that Waterdeep guards are an ad-hoc militia rather than an organized, standing force.
Efficient and effective state-run military/police have standardised equipment - uniforms, armour, ancillary equipment and weapons. Para-military militias have whatever they turned up with. Waterdeep guards are the former - you run the risk of making them look like the latter.
There is nothing wrong with them carrying spears and maces and daggers and choosing the appropriate weapon for the task at hand but they should all be uniformly armed.
Basically, Waterdeep guards look like this:
Not this:
As an aside, the overwhelming majority of weapons ever used in the pre-firearm age were spears for the obvious reasons: they're cheap, can be made by anyone (a basic spear is a stick with a point) and all the nasty stuff happens 6 to 12 feet away from the guy holding it.
$endgroup$
$begingroup$
Even well-handled non-state and paramilitary forces will standardize on weaponry to the extent possible...
$endgroup$
– Shalvenay
3 hours ago
$begingroup$
So, in essence, it's not about how well they are equipped, just that they are equipped the same way? As in, it's reasonable enough for them to have a sidearm, so long as the equipment is standard?
$endgroup$
– Tyler Gubala
2 hours ago
1
$begingroup$
It's worth noting that the Guard are the equivalent of Waterdeep's military. In this scenario they are posted purely to prevent people leaving (or entering) until the Watch (the police) arrives to investigate.
$endgroup$
– illustro
2 hours ago
$begingroup$
Interesting points (ha). Based on this, I may standardise the Guard, but mix up the 20 constables of the Watch that arrive afterwards then. They are in volumes such that the party won't attack them, plus they've had enough run-ins with the Watch to know not to try anything funny.
$endgroup$
– StuperUser
2 hours ago
2
$begingroup$
For comparison a member of the Watch uses the Veteran stat block (which carries a much larger variety of weapons)
$endgroup$
– illustro
2 hours ago
add a comment |
$begingroup$
The issue is that it will complicate play.
The only issue is that it is yet another thing to keep track of in the event they are in a battle. If you are willing to do the extra work required to keep yet another thing straight then it should be fine, but it will complicate things.
Organized militaries frequently used a variety of weapons together
I must respectfully disagree with Dale M's suggestion that it would make their unit disorganized. In parades the equipment was ruthlessly standardized, or at least similarly equipped troops are grouped together. In battle, it was more complicated. Organized units usually had the organizer provide their equipment, but that does not mean the equipment was always identical.
In the modern day, it is hardly uncommon to see a single infantry squad that has soldiers equipped with M16s while some have SAWs and some have M16s with grenade launchers. And that may be the standard equipment. They may also have one or two soldiers equipped with specialized gear for the the mission at hand.
Phalanxes often had standardized equipment inside the phalanx, but the phalanx itself was frequently supported by light-infantry acting as skirmishers, cavalry, archers, and possible slingers.
A fantasy setting would likely have even more diversity as there was more diversity in both the available weapons and the threats to be faced.
$endgroup$
add a comment |
$begingroup$
The DMG specifically mentions switching weapons as one option for modifying monsters (in the Creating a Monster section, p273-274). Since the weapons you're swapping in for the spears do the same damage, there's very little that needs changing for your sword-guard and mace-guards (just remove the text about wielding a spear in two hands from the statblock of the guards without versatile weapons).
The only "balance issue" you might run into (if you can call it that) is that shortswords and maces are worth a little bit more than spears. Neither swords or maces are expensive but spears are really cheap. If your party is very poor and they have the time to loot the guards after killing them, you may be giving them a little bit more value than you intend (though you might make the difference up later by making it very hard to sell the "stolen" weapons in the city). It's not going to be difference though, and if ~50 gp in loot swings the balance of your game, you probably have other problems. If your players are sufficiently well equipped, they don't care about a bunch of mundane weapons, so you can probably ignore the weapon values completely (or, you know, prevent them from having enough time to loot).
But it does bring your assumption about the guards' armaments in to question. You say that they should have a diversity of weapons to fight diverse threats. But that may not be the guard's purpose. Mostly they're there to tell city residents they can't come in or out of the alley rather than to fight, and for that any weapon may be as good as any other. It may be more likely that the city guard is equipped as inexpensively as possible. Giving them all spears is cheaper for the city than giving them a mix of weapons, and it also simplifies training and administration.
So I say: Feel free to change a creature's equipment if you want to. The DMG even tells you it's a good way to customize monsters. But also feel free not to bother, if the new gear doesn't make a significant difference. Or make it serve some other purpose, like making some individual guard stand out. If a squad of six guards has five guys with spears and one with a shortsword, your players may think the one guy with the sword is special somehow. Perhaps that's a subtle way to distinguish the sergeant from the rest. Or maybe it's a red herring!
$endgroup$
add a comment |
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3 Answers
3
active
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votes
3 Answers
3
active
oldest
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active
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active
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$begingroup$
Are there any unforeseen issues with changing the weapons like this?
Yes
The unforeseen issue is that you create the impression in the minds of the players that Waterdeep guards are an ad-hoc militia rather than an organized, standing force.
Efficient and effective state-run military/police have standardised equipment - uniforms, armour, ancillary equipment and weapons. Para-military militias have whatever they turned up with. Waterdeep guards are the former - you run the risk of making them look like the latter.
There is nothing wrong with them carrying spears and maces and daggers and choosing the appropriate weapon for the task at hand but they should all be uniformly armed.
Basically, Waterdeep guards look like this:
Not this:
As an aside, the overwhelming majority of weapons ever used in the pre-firearm age were spears for the obvious reasons: they're cheap, can be made by anyone (a basic spear is a stick with a point) and all the nasty stuff happens 6 to 12 feet away from the guy holding it.
$endgroup$
$begingroup$
Even well-handled non-state and paramilitary forces will standardize on weaponry to the extent possible...
$endgroup$
– Shalvenay
3 hours ago
$begingroup$
So, in essence, it's not about how well they are equipped, just that they are equipped the same way? As in, it's reasonable enough for them to have a sidearm, so long as the equipment is standard?
$endgroup$
– Tyler Gubala
2 hours ago
1
$begingroup$
It's worth noting that the Guard are the equivalent of Waterdeep's military. In this scenario they are posted purely to prevent people leaving (or entering) until the Watch (the police) arrives to investigate.
$endgroup$
– illustro
2 hours ago
$begingroup$
Interesting points (ha). Based on this, I may standardise the Guard, but mix up the 20 constables of the Watch that arrive afterwards then. They are in volumes such that the party won't attack them, plus they've had enough run-ins with the Watch to know not to try anything funny.
$endgroup$
– StuperUser
2 hours ago
2
$begingroup$
For comparison a member of the Watch uses the Veteran stat block (which carries a much larger variety of weapons)
$endgroup$
– illustro
2 hours ago
add a comment |
$begingroup$
Are there any unforeseen issues with changing the weapons like this?
Yes
The unforeseen issue is that you create the impression in the minds of the players that Waterdeep guards are an ad-hoc militia rather than an organized, standing force.
Efficient and effective state-run military/police have standardised equipment - uniforms, armour, ancillary equipment and weapons. Para-military militias have whatever they turned up with. Waterdeep guards are the former - you run the risk of making them look like the latter.
There is nothing wrong with them carrying spears and maces and daggers and choosing the appropriate weapon for the task at hand but they should all be uniformly armed.
Basically, Waterdeep guards look like this:
Not this:
As an aside, the overwhelming majority of weapons ever used in the pre-firearm age were spears for the obvious reasons: they're cheap, can be made by anyone (a basic spear is a stick with a point) and all the nasty stuff happens 6 to 12 feet away from the guy holding it.
$endgroup$
$begingroup$
Even well-handled non-state and paramilitary forces will standardize on weaponry to the extent possible...
$endgroup$
– Shalvenay
3 hours ago
$begingroup$
So, in essence, it's not about how well they are equipped, just that they are equipped the same way? As in, it's reasonable enough for them to have a sidearm, so long as the equipment is standard?
$endgroup$
– Tyler Gubala
2 hours ago
1
$begingroup$
It's worth noting that the Guard are the equivalent of Waterdeep's military. In this scenario they are posted purely to prevent people leaving (or entering) until the Watch (the police) arrives to investigate.
$endgroup$
– illustro
2 hours ago
$begingroup$
Interesting points (ha). Based on this, I may standardise the Guard, but mix up the 20 constables of the Watch that arrive afterwards then. They are in volumes such that the party won't attack them, plus they've had enough run-ins with the Watch to know not to try anything funny.
$endgroup$
– StuperUser
2 hours ago
2
$begingroup$
For comparison a member of the Watch uses the Veteran stat block (which carries a much larger variety of weapons)
$endgroup$
– illustro
2 hours ago
add a comment |
$begingroup$
Are there any unforeseen issues with changing the weapons like this?
Yes
The unforeseen issue is that you create the impression in the minds of the players that Waterdeep guards are an ad-hoc militia rather than an organized, standing force.
Efficient and effective state-run military/police have standardised equipment - uniforms, armour, ancillary equipment and weapons. Para-military militias have whatever they turned up with. Waterdeep guards are the former - you run the risk of making them look like the latter.
There is nothing wrong with them carrying spears and maces and daggers and choosing the appropriate weapon for the task at hand but they should all be uniformly armed.
Basically, Waterdeep guards look like this:
Not this:
As an aside, the overwhelming majority of weapons ever used in the pre-firearm age were spears for the obvious reasons: they're cheap, can be made by anyone (a basic spear is a stick with a point) and all the nasty stuff happens 6 to 12 feet away from the guy holding it.
$endgroup$
Are there any unforeseen issues with changing the weapons like this?
Yes
The unforeseen issue is that you create the impression in the minds of the players that Waterdeep guards are an ad-hoc militia rather than an organized, standing force.
Efficient and effective state-run military/police have standardised equipment - uniforms, armour, ancillary equipment and weapons. Para-military militias have whatever they turned up with. Waterdeep guards are the former - you run the risk of making them look like the latter.
There is nothing wrong with them carrying spears and maces and daggers and choosing the appropriate weapon for the task at hand but they should all be uniformly armed.
Basically, Waterdeep guards look like this:
Not this:
As an aside, the overwhelming majority of weapons ever used in the pre-firearm age were spears for the obvious reasons: they're cheap, can be made by anyone (a basic spear is a stick with a point) and all the nasty stuff happens 6 to 12 feet away from the guy holding it.
edited 3 hours ago
answered 3 hours ago
Dale MDale M
107k21277476
107k21277476
$begingroup$
Even well-handled non-state and paramilitary forces will standardize on weaponry to the extent possible...
$endgroup$
– Shalvenay
3 hours ago
$begingroup$
So, in essence, it's not about how well they are equipped, just that they are equipped the same way? As in, it's reasonable enough for them to have a sidearm, so long as the equipment is standard?
$endgroup$
– Tyler Gubala
2 hours ago
1
$begingroup$
It's worth noting that the Guard are the equivalent of Waterdeep's military. In this scenario they are posted purely to prevent people leaving (or entering) until the Watch (the police) arrives to investigate.
$endgroup$
– illustro
2 hours ago
$begingroup$
Interesting points (ha). Based on this, I may standardise the Guard, but mix up the 20 constables of the Watch that arrive afterwards then. They are in volumes such that the party won't attack them, plus they've had enough run-ins with the Watch to know not to try anything funny.
$endgroup$
– StuperUser
2 hours ago
2
$begingroup$
For comparison a member of the Watch uses the Veteran stat block (which carries a much larger variety of weapons)
$endgroup$
– illustro
2 hours ago
add a comment |
$begingroup$
Even well-handled non-state and paramilitary forces will standardize on weaponry to the extent possible...
$endgroup$
– Shalvenay
3 hours ago
$begingroup$
So, in essence, it's not about how well they are equipped, just that they are equipped the same way? As in, it's reasonable enough for them to have a sidearm, so long as the equipment is standard?
$endgroup$
– Tyler Gubala
2 hours ago
1
$begingroup$
It's worth noting that the Guard are the equivalent of Waterdeep's military. In this scenario they are posted purely to prevent people leaving (or entering) until the Watch (the police) arrives to investigate.
$endgroup$
– illustro
2 hours ago
$begingroup$
Interesting points (ha). Based on this, I may standardise the Guard, but mix up the 20 constables of the Watch that arrive afterwards then. They are in volumes such that the party won't attack them, plus they've had enough run-ins with the Watch to know not to try anything funny.
$endgroup$
– StuperUser
2 hours ago
2
$begingroup$
For comparison a member of the Watch uses the Veteran stat block (which carries a much larger variety of weapons)
$endgroup$
– illustro
2 hours ago
$begingroup$
Even well-handled non-state and paramilitary forces will standardize on weaponry to the extent possible...
$endgroup$
– Shalvenay
3 hours ago
$begingroup$
Even well-handled non-state and paramilitary forces will standardize on weaponry to the extent possible...
$endgroup$
– Shalvenay
3 hours ago
$begingroup$
So, in essence, it's not about how well they are equipped, just that they are equipped the same way? As in, it's reasonable enough for them to have a sidearm, so long as the equipment is standard?
$endgroup$
– Tyler Gubala
2 hours ago
$begingroup$
So, in essence, it's not about how well they are equipped, just that they are equipped the same way? As in, it's reasonable enough for them to have a sidearm, so long as the equipment is standard?
$endgroup$
– Tyler Gubala
2 hours ago
1
1
$begingroup$
It's worth noting that the Guard are the equivalent of Waterdeep's military. In this scenario they are posted purely to prevent people leaving (or entering) until the Watch (the police) arrives to investigate.
$endgroup$
– illustro
2 hours ago
$begingroup$
It's worth noting that the Guard are the equivalent of Waterdeep's military. In this scenario they are posted purely to prevent people leaving (or entering) until the Watch (the police) arrives to investigate.
$endgroup$
– illustro
2 hours ago
$begingroup$
Interesting points (ha). Based on this, I may standardise the Guard, but mix up the 20 constables of the Watch that arrive afterwards then. They are in volumes such that the party won't attack them, plus they've had enough run-ins with the Watch to know not to try anything funny.
$endgroup$
– StuperUser
2 hours ago
$begingroup$
Interesting points (ha). Based on this, I may standardise the Guard, but mix up the 20 constables of the Watch that arrive afterwards then. They are in volumes such that the party won't attack them, plus they've had enough run-ins with the Watch to know not to try anything funny.
$endgroup$
– StuperUser
2 hours ago
2
2
$begingroup$
For comparison a member of the Watch uses the Veteran stat block (which carries a much larger variety of weapons)
$endgroup$
– illustro
2 hours ago
$begingroup$
For comparison a member of the Watch uses the Veteran stat block (which carries a much larger variety of weapons)
$endgroup$
– illustro
2 hours ago
add a comment |
$begingroup$
The issue is that it will complicate play.
The only issue is that it is yet another thing to keep track of in the event they are in a battle. If you are willing to do the extra work required to keep yet another thing straight then it should be fine, but it will complicate things.
Organized militaries frequently used a variety of weapons together
I must respectfully disagree with Dale M's suggestion that it would make their unit disorganized. In parades the equipment was ruthlessly standardized, or at least similarly equipped troops are grouped together. In battle, it was more complicated. Organized units usually had the organizer provide their equipment, but that does not mean the equipment was always identical.
In the modern day, it is hardly uncommon to see a single infantry squad that has soldiers equipped with M16s while some have SAWs and some have M16s with grenade launchers. And that may be the standard equipment. They may also have one or two soldiers equipped with specialized gear for the the mission at hand.
Phalanxes often had standardized equipment inside the phalanx, but the phalanx itself was frequently supported by light-infantry acting as skirmishers, cavalry, archers, and possible slingers.
A fantasy setting would likely have even more diversity as there was more diversity in both the available weapons and the threats to be faced.
$endgroup$
add a comment |
$begingroup$
The issue is that it will complicate play.
The only issue is that it is yet another thing to keep track of in the event they are in a battle. If you are willing to do the extra work required to keep yet another thing straight then it should be fine, but it will complicate things.
Organized militaries frequently used a variety of weapons together
I must respectfully disagree with Dale M's suggestion that it would make their unit disorganized. In parades the equipment was ruthlessly standardized, or at least similarly equipped troops are grouped together. In battle, it was more complicated. Organized units usually had the organizer provide their equipment, but that does not mean the equipment was always identical.
In the modern day, it is hardly uncommon to see a single infantry squad that has soldiers equipped with M16s while some have SAWs and some have M16s with grenade launchers. And that may be the standard equipment. They may also have one or two soldiers equipped with specialized gear for the the mission at hand.
Phalanxes often had standardized equipment inside the phalanx, but the phalanx itself was frequently supported by light-infantry acting as skirmishers, cavalry, archers, and possible slingers.
A fantasy setting would likely have even more diversity as there was more diversity in both the available weapons and the threats to be faced.
$endgroup$
add a comment |
$begingroup$
The issue is that it will complicate play.
The only issue is that it is yet another thing to keep track of in the event they are in a battle. If you are willing to do the extra work required to keep yet another thing straight then it should be fine, but it will complicate things.
Organized militaries frequently used a variety of weapons together
I must respectfully disagree with Dale M's suggestion that it would make their unit disorganized. In parades the equipment was ruthlessly standardized, or at least similarly equipped troops are grouped together. In battle, it was more complicated. Organized units usually had the organizer provide their equipment, but that does not mean the equipment was always identical.
In the modern day, it is hardly uncommon to see a single infantry squad that has soldiers equipped with M16s while some have SAWs and some have M16s with grenade launchers. And that may be the standard equipment. They may also have one or two soldiers equipped with specialized gear for the the mission at hand.
Phalanxes often had standardized equipment inside the phalanx, but the phalanx itself was frequently supported by light-infantry acting as skirmishers, cavalry, archers, and possible slingers.
A fantasy setting would likely have even more diversity as there was more diversity in both the available weapons and the threats to be faced.
$endgroup$
The issue is that it will complicate play.
The only issue is that it is yet another thing to keep track of in the event they are in a battle. If you are willing to do the extra work required to keep yet another thing straight then it should be fine, but it will complicate things.
Organized militaries frequently used a variety of weapons together
I must respectfully disagree with Dale M's suggestion that it would make their unit disorganized. In parades the equipment was ruthlessly standardized, or at least similarly equipped troops are grouped together. In battle, it was more complicated. Organized units usually had the organizer provide their equipment, but that does not mean the equipment was always identical.
In the modern day, it is hardly uncommon to see a single infantry squad that has soldiers equipped with M16s while some have SAWs and some have M16s with grenade launchers. And that may be the standard equipment. They may also have one or two soldiers equipped with specialized gear for the the mission at hand.
Phalanxes often had standardized equipment inside the phalanx, but the phalanx itself was frequently supported by light-infantry acting as skirmishers, cavalry, archers, and possible slingers.
A fantasy setting would likely have even more diversity as there was more diversity in both the available weapons and the threats to be faced.
edited 2 hours ago
answered 2 hours ago
TimothyAWisemanTimothyAWiseman
18.3k23790
18.3k23790
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$begingroup$
The DMG specifically mentions switching weapons as one option for modifying monsters (in the Creating a Monster section, p273-274). Since the weapons you're swapping in for the spears do the same damage, there's very little that needs changing for your sword-guard and mace-guards (just remove the text about wielding a spear in two hands from the statblock of the guards without versatile weapons).
The only "balance issue" you might run into (if you can call it that) is that shortswords and maces are worth a little bit more than spears. Neither swords or maces are expensive but spears are really cheap. If your party is very poor and they have the time to loot the guards after killing them, you may be giving them a little bit more value than you intend (though you might make the difference up later by making it very hard to sell the "stolen" weapons in the city). It's not going to be difference though, and if ~50 gp in loot swings the balance of your game, you probably have other problems. If your players are sufficiently well equipped, they don't care about a bunch of mundane weapons, so you can probably ignore the weapon values completely (or, you know, prevent them from having enough time to loot).
But it does bring your assumption about the guards' armaments in to question. You say that they should have a diversity of weapons to fight diverse threats. But that may not be the guard's purpose. Mostly they're there to tell city residents they can't come in or out of the alley rather than to fight, and for that any weapon may be as good as any other. It may be more likely that the city guard is equipped as inexpensively as possible. Giving them all spears is cheaper for the city than giving them a mix of weapons, and it also simplifies training and administration.
So I say: Feel free to change a creature's equipment if you want to. The DMG even tells you it's a good way to customize monsters. But also feel free not to bother, if the new gear doesn't make a significant difference. Or make it serve some other purpose, like making some individual guard stand out. If a squad of six guards has five guys with spears and one with a shortsword, your players may think the one guy with the sword is special somehow. Perhaps that's a subtle way to distinguish the sergeant from the rest. Or maybe it's a red herring!
$endgroup$
add a comment |
$begingroup$
The DMG specifically mentions switching weapons as one option for modifying monsters (in the Creating a Monster section, p273-274). Since the weapons you're swapping in for the spears do the same damage, there's very little that needs changing for your sword-guard and mace-guards (just remove the text about wielding a spear in two hands from the statblock of the guards without versatile weapons).
The only "balance issue" you might run into (if you can call it that) is that shortswords and maces are worth a little bit more than spears. Neither swords or maces are expensive but spears are really cheap. If your party is very poor and they have the time to loot the guards after killing them, you may be giving them a little bit more value than you intend (though you might make the difference up later by making it very hard to sell the "stolen" weapons in the city). It's not going to be difference though, and if ~50 gp in loot swings the balance of your game, you probably have other problems. If your players are sufficiently well equipped, they don't care about a bunch of mundane weapons, so you can probably ignore the weapon values completely (or, you know, prevent them from having enough time to loot).
But it does bring your assumption about the guards' armaments in to question. You say that they should have a diversity of weapons to fight diverse threats. But that may not be the guard's purpose. Mostly they're there to tell city residents they can't come in or out of the alley rather than to fight, and for that any weapon may be as good as any other. It may be more likely that the city guard is equipped as inexpensively as possible. Giving them all spears is cheaper for the city than giving them a mix of weapons, and it also simplifies training and administration.
So I say: Feel free to change a creature's equipment if you want to. The DMG even tells you it's a good way to customize monsters. But also feel free not to bother, if the new gear doesn't make a significant difference. Or make it serve some other purpose, like making some individual guard stand out. If a squad of six guards has five guys with spears and one with a shortsword, your players may think the one guy with the sword is special somehow. Perhaps that's a subtle way to distinguish the sergeant from the rest. Or maybe it's a red herring!
$endgroup$
add a comment |
$begingroup$
The DMG specifically mentions switching weapons as one option for modifying monsters (in the Creating a Monster section, p273-274). Since the weapons you're swapping in for the spears do the same damage, there's very little that needs changing for your sword-guard and mace-guards (just remove the text about wielding a spear in two hands from the statblock of the guards without versatile weapons).
The only "balance issue" you might run into (if you can call it that) is that shortswords and maces are worth a little bit more than spears. Neither swords or maces are expensive but spears are really cheap. If your party is very poor and they have the time to loot the guards after killing them, you may be giving them a little bit more value than you intend (though you might make the difference up later by making it very hard to sell the "stolen" weapons in the city). It's not going to be difference though, and if ~50 gp in loot swings the balance of your game, you probably have other problems. If your players are sufficiently well equipped, they don't care about a bunch of mundane weapons, so you can probably ignore the weapon values completely (or, you know, prevent them from having enough time to loot).
But it does bring your assumption about the guards' armaments in to question. You say that they should have a diversity of weapons to fight diverse threats. But that may not be the guard's purpose. Mostly they're there to tell city residents they can't come in or out of the alley rather than to fight, and for that any weapon may be as good as any other. It may be more likely that the city guard is equipped as inexpensively as possible. Giving them all spears is cheaper for the city than giving them a mix of weapons, and it also simplifies training and administration.
So I say: Feel free to change a creature's equipment if you want to. The DMG even tells you it's a good way to customize monsters. But also feel free not to bother, if the new gear doesn't make a significant difference. Or make it serve some other purpose, like making some individual guard stand out. If a squad of six guards has five guys with spears and one with a shortsword, your players may think the one guy with the sword is special somehow. Perhaps that's a subtle way to distinguish the sergeant from the rest. Or maybe it's a red herring!
$endgroup$
The DMG specifically mentions switching weapons as one option for modifying monsters (in the Creating a Monster section, p273-274). Since the weapons you're swapping in for the spears do the same damage, there's very little that needs changing for your sword-guard and mace-guards (just remove the text about wielding a spear in two hands from the statblock of the guards without versatile weapons).
The only "balance issue" you might run into (if you can call it that) is that shortswords and maces are worth a little bit more than spears. Neither swords or maces are expensive but spears are really cheap. If your party is very poor and they have the time to loot the guards after killing them, you may be giving them a little bit more value than you intend (though you might make the difference up later by making it very hard to sell the "stolen" weapons in the city). It's not going to be difference though, and if ~50 gp in loot swings the balance of your game, you probably have other problems. If your players are sufficiently well equipped, they don't care about a bunch of mundane weapons, so you can probably ignore the weapon values completely (or, you know, prevent them from having enough time to loot).
But it does bring your assumption about the guards' armaments in to question. You say that they should have a diversity of weapons to fight diverse threats. But that may not be the guard's purpose. Mostly they're there to tell city residents they can't come in or out of the alley rather than to fight, and for that any weapon may be as good as any other. It may be more likely that the city guard is equipped as inexpensively as possible. Giving them all spears is cheaper for the city than giving them a mix of weapons, and it also simplifies training and administration.
So I say: Feel free to change a creature's equipment if you want to. The DMG even tells you it's a good way to customize monsters. But also feel free not to bother, if the new gear doesn't make a significant difference. Or make it serve some other purpose, like making some individual guard stand out. If a squad of six guards has five guys with spears and one with a shortsword, your players may think the one guy with the sword is special somehow. Perhaps that's a subtle way to distinguish the sergeant from the rest. Or maybe it's a red herring!
answered 2 hours ago
BlckknghtBlckknght
32125
32125
add a comment |
add a comment |
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