- * Weapon speeds for initiative ties
* Allowing some weapons to give bonuses to overbearing and disarming beyond those already listed. Examples would be the halbred for overbearing (+3 for being a 2-handed weapon) and the flail for overbearing and disarming (+1 for horsemans, +2 for footmans).
House Rule - Alternate Weapon Tables
House Rule - Alternate Weapon Tables
I'm toying with some house rules to differentiate weapons and am thinking of introducing some additional factors such as:
Re: House Rule - Alternate Weapon Tables
I've always liked weapon speed since I started using it in 2nd ed. The idea being to strike first with a 1d6 or even 1d4 weapon and kill an enemy before they can swing their huge 1d10 or 1d8 weapon... gives a reason to choose the smaller die / faster one instead of just crunching numbers for maximum killing power.
In C&C, the simplest thing (other than using the weapon speed rule from 2nd ed) I found was something like subtract the EV of the weapon from your initiative roll (since a simple 1d10 highest wins in C&C).
Your idea of using it only to break ties is cool because then it's not a big deal on each roll until it comes up, much less intrusive. Simpler than mine, and simple is probably better
In C&C, the simplest thing (other than using the weapon speed rule from 2nd ed) I found was something like subtract the EV of the weapon from your initiative roll (since a simple 1d10 highest wins in C&C).
Your idea of using it only to break ties is cool because then it's not a big deal on each roll until it comes up, much less intrusive. Simpler than mine, and simple is probably better
Bill D.
Author: Yarr! Rules-Light Pirate RPG
BD Games - www.playBDgames.com
http://rpg.drivethrustuff.com/browse.ph ... rs_id=5781
Author: Yarr! Rules-Light Pirate RPG
BD Games - www.playBDgames.com
http://rpg.drivethrustuff.com/browse.ph ... rs_id=5781
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MithrilKnight
- Ungern
- Posts: 69
- Joined: Sat Nov 15, 2008 8:00 am
Re: House Rule - Alternate Weapon Tables
I agree. I've been using simultaneous actions for initiative ties, but a weapon speed factor to break ties is intriguing. It doesn't come up that often, so it's not a huge deal if we have to look things up. (Although I'm really trying to be careful about rules creep -- it sort of defeats the reasons I went to C&C in the first place.)Relaxo wrote:Your idea of using it only to break ties is cool because then it's not a big deal on each roll until it comes up, much less intrusive. Simpler than mine, and simple is probably better
Just thinking a bit further, what if it's a case of a tie and a spellcaster? Could you use EV vs. spell level or something like that?
Re: House Rule - Alternate Weapon Tables
IIRC, 2e used the spell level as the casting time for most spells, so that might work. Though I'm wondering if that would be too low. Maybe 1 or 2 + spell level instead.MithrilKnight wrote:Just thinking a bit further, what if it's a case of a tie and a spellcaster? Could you use EV vs. spell level or something like that?
I wholeheartedly agree about avoiding rules creep. The game is 100% playable as is, I just thought it would be fun to give players a reason to use an "inferior" weapon.
Re: House Rule - Alternate Weapon Tables
I've started work on a revised armor and weapons table on my new blog. Opinions & suggestions are welcome.



