With everyone doing d6, I thought that the poor fighter might be utterly shafted. However, I had to remember that these were the days before class proliferation became the order of the day, and I thought that fighters still having better hit points, better attack progression, and (generally) better armor would keep them competitive.
Still, that urge to tinker. (Plus I think that fighters in old D&D just suck if you allow sub-classes or much beyond the LBBs.)
There's also the matter of...effectiveness. Under the rules in OSE, if you use d6 for everyone, there is no reason to ever use a battle axe or a two handed sword. Ever. Those weapons do the same damage as everyone else, but if you use them, you can't use a shield and you automatically lose initiative. I want all weapons to have some kind of in-game appeal.
Here's my solution: all weapons do d6, but individual weapons either a.) have a little extra bonus of some kind that is persistent, or b.) have a bit better bonus that only happens on a natural 20. (I'm not using crits in my game, just the OSE default that nat 20 is just an automatic hit.)
I only created "specials" for the weapons in the OSE books.
-Under the rule that all weapons do d6, the spear is incredibly versatile and useful, so I didn't give it a special beyond how it already performs in the OSE rules.
-Flaming oil does damage twice, and the second time is for free. That's special enough.
-Holy water is special and situational. I did expand it to be able to damage devils and demons, not just undead. (I don't recall if that's an OSE thing or not.)
-I know some of these weapon specials aren't necessarily realistic. This is also a game with wizards and gnomes and shit. I think most of the abilities are reasonable.
-Some of the weapon specials have a common sense factor. A mace can knock an opponent over. The DM can probably tell the player that their dwarf can't knock a cloud giant over with a mace. The warhammer's ability to damage armor doesn't matter if the monster isn't wearing armor.
-No, not every weapon is equally useful in all situations. That's fine.
Alright, enough with the disclaimers. Here are the rules as they exist now:
*Battle Axe- Melee, Slow, Two-handed.
Special: +2 damage against opponents of giant size. (Ogres and larger)
*Club- Blunt, Melee
Special: On a nat 20, opponent is stunned for 1 round if subject to stunning.
*Crossbow- Missile (80/160/240), Slow, Reload, Two-handed
Special: Crossbows treat armor as one category lighter (Effectively -2 AC, where applicable)
*Dagger- Melee, Missile (10/20/30)
Special: Daggers can be used while grappled or in very tight quarters, easy to conceal
*Hand axe- Melee, Missile (10/20/30)
Special: +1 damage when thrown
*Holy water vial- Missile (10/20/30), Splash weapon
Special: Damages undead, demons, and devils. No effect on others besides getting wet.
Special: 75% of javelins can be retrieved after combat (arrows only 50%)
*Lance- Charge, Melee
Special: On a nat 20, unseats mounted opponent (1d6/fall damage as appropriate, knocked prone)
*Longbow- Missile (70/140/210), Two-handed
Special: May be fired every round.
*Mace- Blunt, Melee
Special: On a nat 20, opponent is knocked prone. (If applicable- quadrupeds have -2 to next attack )
*Oil flask, burning- Missile (10/20/30), Splash weapon
Special: Violates Geneva Convention, can make a humanoid warm for the rest of their life
*Polearm- Brace, Melee, Slow, Two-handed
Special: On a nat 20, will unseat a mounted opponent (1d6/fall damage as appropriate, loses next initiative)
*Short bow- Missile (50/100/150)
Special: May be fired every round, may be fired from horseback or in tight quarters.
*Short sword- Melee -
Special: Inflicts +2 damage if used during a surprise round
*Silver dagger- Melee, Missile (10/20/30)
Special: As dagger, but silver can harm lycanthropes and similar creatures.
*Sling- Blunt, Missile (40/80/120)
Special: May be fired every round, no need to track ammo.
*Spear- Brace, Melee, Missile (20/40/60)
Special: None- the spear is already incredibly versatile.
*Staff- Blunt, melee, slow, two-handed
Special- When wielding a staff, you count as having a shield vs. melee attacks.
Special: On a nat 20, roll damage twice and take the best roll.
Special: Inflicts +1 point of damage from burning tip, 1-in-6 chance of being extinguished per attack.
*Two-handed sword- Melee, slow, two-handed
Special: +1 to all damage rolls
*Warhammer- Blunt, melee
Special: On a nat 20, opponent’s shield is destroyed or armor damaged. (-1AC if applicable)