This House Rule lessens the restrictions on weapon use allowed by class, while attempting to remain mostly balanced. Mages will benefit the most from this change, as it allows them to use pretty much every weapon, though often with reduced effectiveness.
In ACKs Player Companion, weapon and armor allowed by class is determined by the number of points in Fighting the class has.
Classes with 2 or more points are allowed any armor, weapon, and fighting style, those with 0 points cannot use armor or any special fighting styles, and those with 1 point lie somewhere in between.
This replaces the classifications of allowed armor, weapons, and fighting styles with the following 8 Fighting Skills:
Skill Effect
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Armor(Light) Allows use of Hide and Leather armor
Armor(Medium) Allows use of Scale and Chain armor, must also have Armor(Light)
Armor(Heavy) Allows use of Banded and Plate armor, must also have Armor(Medium)
Shields Allows use of Shield fighting style
Dual Wield Allows use of Dual Wielding fighting style
Two Handed Allows improved use of weapons in two hands
Missile Allows improved use of ranged weapons
Reach Allows improved use of reach weapons
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Classes with 2 or more points in Fighting, gain access to all 8
Classes with 1 point in Fighting gain access to 4 of the 8
Classes with 0 points in Fighting do not have any of the 8 skills
Each skill can then be traded away as per trading away a Fighting Style per the Player's Companion
Thief: Armor(Light), Dual Wield, Missile, Reach
Cleric: Armor(Light), Armor(Medium), Armor(Heavy), Shields
(With further weapon restriction of Blunt only from Divinity rank)
Note that this means the Cleric is lacking Two Handed, which it normal gains. They may still use two handed weapons of course, but deal less damage than a Fighter.
The list of weapons is then realized as the following. With additional/upgraded properties based on whether the character has certain of the above combat skills or not
Weapon Dmg Special Skilled
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Dagger d4 Small, Throw(4)
Dart d4 Small, ThrownOnly(4)
Bola d2 ThrownOnly(4) [Missile] Entangle
Sap d4 Small, Knockout(2)
Javelin d6 ThrownOnly(4)
Light Weapon d6 Throw(4)
Hand Weapon d6 [TwoHanded] Versatile(d8)
Great Weapon d8 Large, Slow [TwoHanded] Dmg = d10
Staff d6 Carried, Fragile,
Versatile(d8)
Spear d6 Carried, Fragile [Reach] Charge, Set, Rank
First Strike [TwoHanded] Versatile(d8)
Polearm d8 Large, Fragile, Slow [Reach] Charge, Set, Rank
First Strike [TwoHanded] Dmg = d10
Lance d8 Mounted, Carried, [TwoHanded] Dmg = d10
Fragile, Slow
Whip d2 [Reach] Grab(2)
Net - Wrestle(2)
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Sling d4 Ranged(4), Small
Crossbow d6 Ranged(1), SP [Missile] Ranged(2)
Arbalist d8 Ranged(1/2), Large, SP [Missile] Ranged(2)
Short Bow d6 Ranged(1), Fragile [Missile] Ranged(4)
TwoHands
Long Bow d6 Ranged(1), Fragile [Missile] Ranged(3)
Large, Str(9)
Composite Bow d6 Ranged(1), TwoHands [Missile] Ranged(4)
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Light Weapons: Short Sword, Hand Axe, Club
Hand Weapons: Sword, Battleaxe, Mace, Flail, War Hammer
Great Weapon: Morning Star, Great Axe, Two Handed Sword
While mostly by the book, keywords were used to express any special rules associated with a weapon, with the follow definitions.
Small Weapon can be easily carried and concealed
Throw(x) Weapon can be thrown, with a cleave limit of X
ThrownOnly(x) Weapon can only be thrown, with a cleave limit of X
Entangle Weapon can be used to make a Knockdown or Wrestle manuever
Knockout Weapon gains a +X bonus when making an Incapacitate manuever
Wrestle(X) Weapon can be used to make a Wrestle manuever with a +X
Grab(X) Weapon grants +X bonus to disarm and knock down manuevers
Carried Weapon must be carried
Large Weapon must be carried, wielded in two hands, and cannot be used mounted
Slow Weapon imposses a -1 penalty to Initiative
Versatile(X) Damage of weapon is X when used in two hands
Fragile Weapon is easier to break than normal
First Strike Weapon allows first strike against a closing opponent if aware and unengaged
Charge Weapon deals double damage on a charge
Set Weapon deals double damage against a charging opponent
Rank Weapon can be used from a second rank
Mounted Weapon can only be used while mounted with appropriate Ride proficiency
Ranged(X) Ranged weapon that with a cleave limit of X
SP (Self Propelled) damage with weapon is not modified by Strength adjustment
Two Hands Weapon requires both hands to attack
Str(X) Weapon requires a minimum Strength score of X to allow use