And now unto the non-damage properties, just to finish this off. Ideally, they should be actually important.
These properties in which weapons in a certain order strike. This is important in the case of one combatant stunning the other (pretty much as per Tao) and making them lose their opportunity to attack. Weapons with identical speed strike simultaneously.
- Reach (spears, halberds) – strikes first when joining melee, and normally otherwise.
- Large (poleaxes, greatswords) – strikes first when joining melee, and last otherwise.
- Small (daggers, fists) – always strikes last (unless in a grapple, see below).
- Reach – long weapons cannot be packed in a bag (duh).
- Large – large weapons cannot be packed in a bag, but deals one die size higher damage.
- Small – small weapons take up less space, are easy to conceal, and are usable in a grapple.
- Fragile – increase damage die by a step, but subtract 3 from damage rolls. If the result is negative, the weapon breaks instantly.
- Hooked – the weapon can be used to drag someone from their saddle and to hook stuff (bags, legs, levers…).
- Versatile – allows the use of a secondary damage type from the weapon.
I’m slightly unsure of what benefit to give large weapons. Ideally I wouldn’t just add more damage, because that kind of defeats the purpose of it being a non-damage property… But Large is mostly a drawback otherwise. I’m equally unsure of whether small weapons should lose damage as well, which could be logical but also weakens their position more. I’ll have to think on that.