I think we need to have a discussion about putting solid guidelines into the game for what the stats of melee weapons mean, and what they should be when people create them. I’d like to have a discussion about that here.
My initial proposal:
[size=12pt]To-Hit Bonuses[/size]
To-hit bonuses start at ‘-2’ and are modified as follows for weapons that have the following properties:
Grip - Grip is a measure of how well you can control the weapon to quickly respond to situational changes.
-1 - Particularly hard to grip items, (especially those that are innately slipper or very rounded with no obvious gripping edge) such as basketballs and barrels, or which are dangerous to hold because of very sharp edges, like scrap metal and broken glass.
+0 - Any object that doesn’t fall into one of the categories below. Examples include 2x4s, computer monitors, wires, stingers and clothing. Basically, anything that has a grippable component, but which is too thick, too thin, or too flimsy to grab comfortably in a way that can reliably control the object.
+1 - A weapon with a fairly solid grip, like a pipe, a rock, guitar neck, pool cue or a heavy stick
+2 - A weapon with a dedicated grip shaped to the hand, like a sword, axe, knife, or police baton, or that is strapped to the body (or is a piece of the body). Fists would get a +2 bonus here, bringing them to “0” total, since none of the others would apply.
Length - Length allows more surface area for potential contact, and reduces the need to control the positioning of the body to guarantee a hit. It also allows the player to strike from a safer distance, allowing them to worry more about trying to hit without being hit in return, and allows for swings with larger arcs, making dodging such a strike more difficult.
+0 - Any object without a length bonus.
+1 - Objects that, when held, extend over a foot (1/3 of a meter) in length from the hand. A normal american 12inch ruler is the handy boundary guide for when an item should switch over to a +1 bonus (the ruler, losing several inches when held, does not get one - unless you added a handle to it!)
+2 - An object that is over 3 feet in length from the point where it is held. Includes swords, spears, quarterstaffs, poles, and a lot of other stuff.
Striking Surface - Some weapons need to strike in a certain way to be effective. Others are more difficult to use “incorrectly”.
-2 - Single-Point weapons - Picks, spears, syringes. Any weapon that has a single point that must contact the enemy in a specific way in order to deal a decent amount of damage. Also, weapons with difficult attack angles, like scythes, where the damaging part of the weapon is faced away from the enemy.
-1 - Line of damage weapons - Swords, knives, and other weapons that require a solid strike along a particular piece of the weapon, where the weapon can be said to have an attack angle, fall here. Weapons that have point attacks but are still effective without any solid hit, such as a nailboard, would also fall here.
+0 - attack-anywhere weapons - Clubs, pipes, maces, etc, where the weapon will be dealing full damage with a solid blow no matter how it is angled, because every surface is a striking surface.
+1 - Weapons that can still do significant damage even with glancing blows would fall here. Jagged tearing weapons and electric weapons like a stun baton would fall here.
This would give us the least accurate weapon probably having around a -4 bonus (stings), with the most accurate probably being a +4 (a quarterstaff), and most items people would think of as “improvised weapons” having a +0 bonus. The max bonus or penalty is +/-5