OD&D D6 only damage: how do you make individual weapons feel unique?
A week or so ago we were all given the chance to submit our favourite OSR system OSRS? OSROS? OS?). I put down Delving Deeper as I've played it a fair bit recently, and the point was made about it not using the variable (i.e. polyhedral) weapon damage variant originally found in Greyhawk that has since permeated every subsequent edition of D&D>
I think there's lots of ways you can still make weapons feel unique while keeping the other polyhedrals out the game, if you want to keep it D6 only:
- weapons based initiative
- chainmail-esque attack modifiers depending on weapon type vs armour
- two attacks with light weapons (as per holmes basic, nut only if the attacker has initiative)
- long reach weapons getting into melee from one or even two ranks behind the front line
- rolling "advantage" for heavy weapon damage (2d6 drop lowest 1) and "disadvantage" for light weapons (2d6 drop highest 1)
...to name but a few. Do you have any more?
Posted Dec 7, 2025, 11:52 PM UTC