Choosing which weapon to use should be a choice of style, not a way to punish the player for not choosing the ubiquitous sword... (at least, in this thread I'm assuming you agree)
Furthermore, unarmed combat shouldn't do so much less damage. I'll grant you it should be difficult to hit an armed opponent (because you yourself are not armed), and perhaps that the damage should be quicker to heal, but 1d3 is a practical ban on fisticuffs!
Thus I present to you the "Weapons - unified damage" mod!
Light Weapons all do 2d6-1 damage.
Regular Weapons all do 2d6 damage.
Heavy Weapons all do 3d6 damage.
Light and Regular Weapons are normally One-Handed. You can wield a Regular (Melee) Weapon in two hands; this either lowers the Minimum Strength Value by 2 -or- adds +1 damage (but not both).
Heavy Weapons are normally Two-Handed. You can wield a Heavy (melee) Weapon in one hand; this halves your effective Strength (so you need Strength 6 but add only +3 damage).
"Clumsy" weapons exist; either they're poorly made, or they are simply tools not primarily made for combat. The Minimum Strength Value increases by 1 and you get a -1 damage penalty.
Bows and thrown weapons are considered "clumsy" at long range. Crossbows are an exception to this rule.
Unarmed combat are normally considered "clumsy". (I can see a Talent offsetting this though). Against an armed opponent, they additionally count as being at "long range". In addition, unarmed combat is less effective against armoured opponents - apply the armor penalty as a bonus to the armor rating (for instance, the armor rating of Heavy Mail, 7, is increased to 10 against unarmed attacks).
The restriction against armed foes also applies to daggers against a foe wielding regular or heavy weapons. The restriction against armored foes also applies to throwing daggers, clubs and the quarterstaff.
Thus we get the following replacement weapons table:
- Code: Select all
Weapon Damage Strength
------ ------ --------
Battle Axe 2d6 1
Throwing Axe 2d6-1 1
Throwing Axe* 2d6-2 2 (9-16 yards)
Two-handed Axe 3d6 3
Mace 2d6 1
Maul* 2d6-1 2
Two-handed Maul* 3d6-1 4
Crossbow 2d6 1 (up to 60 yards)
Short Bow 2d6-1 -1
Short Bow* 2d6-2 0 (17-32 yards)
Long Bow 2d6 1
Long Bow* 2d6-1 2 (27-52 yards)
Fist*§† 2d6-2 -
Gauntlet*§† 2d6-1 -
Improvised Weapon*§† 2d6-1 -
Bastard Sword 2d6 2 one-handed
Bastard Sword* 3d6 3 two-handed (damage bonus)
Bastard Sword* 3d6-1 1 two-handed (minimum strength decrease)
Long Sword 2d6 1
Two-handed Sword 3d6 3
Dagger§ 2d6-1 -
Short Sword 2d6-1 -1
Throwing Knife† 2d6-1 -
Throwing Knife*† 2d6-2 - (7-12 yards)
Spear 2d6-1 0
Throwing Spear 2d6-1 0
Throwing Spear* 2d6-2 1 (9-16 yards)
Two-handed Spear 2d6 1 Foes at -2 until they hit
Club*† 2d6-2 -
Morningstar 2d6 1
Quarterstaff† 2d6 - Shield Bonus 1
*) Considered "Clumsy"
§) Considered at Long Range against armed opponents
†) Less effective against armored opponents
Feel free to use as you wish. I'm not saying this way is better than the one in the rulebook, just different. Comments and corrections welcome; though I do ask of you not to threadcrap on the basic premise - if you think daggers and fists should do significantly less damage, feel free to start a new thread saying so!
I replaced the statistics of the Bastard Sword as it otherwise is strictly better than any other one-handed weapon. Instead, it now counts as a Longsword when wielded one-handed and a (clumsy) Two-Handed Sword when wielded two-handed. This flexibility gives it a small edge, but does not overshadow other weapons.
I kept the statistics for two-handed spears. To help it out, I gave it the special ability that its length makes all foes fight at long distance until they score a hit, like a "pseudo-Pike".
The Quarterstaff is treated like the two-handed weapon it is. Like the Two-handed spear, its damage is inferior, but also like that weapon, I gave it a special ability: it counts as a Light Shield (i.e. +1 Defense).