[House Rule] Weapon Damage Advancement (aka, BtH based Dmg)
Posted: Mon Feb 19, 2007 9:43 pm
Hello all:
Following is a house rule for my campaign. In summary, the "base damage" of any given weapon is listed in the Equipment section of the PHB, but this damage is modified based on the BtH of the wielder. Not only is the better swordsman more likely to hit you, his blows are more telling, and often fatal.
First a couple notes about my house rules:
Hit Points Scale Faster than Damage
This is true in all campaigns, as well as mine. It can lead to very, very long fights at higher levels, and high level opponents trade blow after blow. Thematically, I prefer that a fight between two high-level opponents have the possibility of being over just as quickly, and decisively, as a battle between two low-level opponents. For this to happen high-level fighters have to be able to wear each other down quickly.
I also like the idea that a high-level Fighter can fell even an ogre in a single blow of his axe.
Magic Weapons do not give +X to damage
There is no such thing as a "common" longsword +5. Weapons may have particular magical abilities, such as glowing in the presence of orcs or granting a paladin magic resistance, but there's no +2 to Bth and Dmg. This rule is really the only way (other than weapon specialization) to do more damage. For anyone who wants to adopt this rule, but use the standard magic weapon rules, should consider advancing the damage correspondingly less.
Armor grants DR
A little DR goes a long way, so a fighter has to do more damage to compensate. For anyone who wants to adopt this rule, but use the standard Armor-as-AC rule, should consider advancing the damage correspondingly less.
Shields are Very Important
The only way a character can get the benefit of the highest damage values on this chart are by forgoing the benefits of a shield. IMC shields are integral to defending yourself from missile weapons (only monks can parry an arrow) and from certain saving throws (not even monks can parry fire). The character who decides to wield a two-handed sword or to dual-wield so as to get more damage output leaves themselves very exposed.
Also, two thematic points:
Mages should have a reason to be afraid
This is just my opinion. Now they have a reason.
1st level characters are already Heroes, and a King's Champion is usually 10th
20th level anything is "Epic" in the Hercules or Achilles sense of the word. They shape the course of history, astriding the world like giants. They shake the pillars of heaven, and the world to its foundations. I expect my PC's to be heroes from day 1 (a 1st level PC should be better than other men, and the equal of any three orcs). I also expect them to be very afraid of anyone more than three levels above them.
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The Rule: All weapons have a base damage listed in the Equipment section. Characters advance this damage a number of steps according to the tables below.
[quote]Code:
[quote]Code:
I am also considering "smoothing" this advancement by introducing intermediate steps at levels 4, 10 and 16.
_________________
Check out my Iron C&C House Rules: The Tombs of Akrasia
Following is a house rule for my campaign. In summary, the "base damage" of any given weapon is listed in the Equipment section of the PHB, but this damage is modified based on the BtH of the wielder. Not only is the better swordsman more likely to hit you, his blows are more telling, and often fatal.
First a couple notes about my house rules:
Hit Points Scale Faster than Damage
This is true in all campaigns, as well as mine. It can lead to very, very long fights at higher levels, and high level opponents trade blow after blow. Thematically, I prefer that a fight between two high-level opponents have the possibility of being over just as quickly, and decisively, as a battle between two low-level opponents. For this to happen high-level fighters have to be able to wear each other down quickly.
I also like the idea that a high-level Fighter can fell even an ogre in a single blow of his axe.
Magic Weapons do not give +X to damage
There is no such thing as a "common" longsword +5. Weapons may have particular magical abilities, such as glowing in the presence of orcs or granting a paladin magic resistance, but there's no +2 to Bth and Dmg. This rule is really the only way (other than weapon specialization) to do more damage. For anyone who wants to adopt this rule, but use the standard magic weapon rules, should consider advancing the damage correspondingly less.
Armor grants DR
A little DR goes a long way, so a fighter has to do more damage to compensate. For anyone who wants to adopt this rule, but use the standard Armor-as-AC rule, should consider advancing the damage correspondingly less.
Shields are Very Important
The only way a character can get the benefit of the highest damage values on this chart are by forgoing the benefits of a shield. IMC shields are integral to defending yourself from missile weapons (only monks can parry an arrow) and from certain saving throws (not even monks can parry fire). The character who decides to wield a two-handed sword or to dual-wield so as to get more damage output leaves themselves very exposed.
Also, two thematic points:
Mages should have a reason to be afraid
This is just my opinion. Now they have a reason.
1st level characters are already Heroes, and a King's Champion is usually 10th
20th level anything is "Epic" in the Hercules or Achilles sense of the word. They shape the course of history, astriding the world like giants. They shake the pillars of heaven, and the world to its foundations. I expect my PC's to be heroes from day 1 (a 1st level PC should be better than other men, and the equal of any three orcs). I also expect them to be very afraid of anyone more than three levels above them.
----------------------------------------
The Rule: All weapons have a base damage listed in the Equipment section. Characters advance this damage a number of steps according to the tables below.
[quote]Code:
[quote]Code:
I am also considering "smoothing" this advancement by introducing intermediate steps at levels 4, 10 and 16.
_________________
Check out my Iron C&C House Rules: The Tombs of Akrasia