Knight's weapon training
Knight's weapon training
For those of us with an older edition of the c&c phb, the knight entry lists an ability called weapon training. As it has been discussed in the past, this seems to be a typo. Or at least something that was accidently left in. Having no idea what it is beyond proficiencies, i have com up with a "purpose" for it. Though I have not got to beta it, I plan to use it as such: So skilled is the knight with his knightly weapon, he finds success where others find failure. Select a weapon. If a knight rolls a natural 1 on an attack roll, when using his selected weapon, it does not count as an automatic failure.
Here I am at an impass. I was thinking it could then do 1 of 2 things:
1. Nothing, it just affordsthe knight a chance to hit even though he rolled a 1 (he'll probably still miss as a roll of 1 plus modifiers won't be enough to hit anything beyond the weakest of foes).
2. The knight may reroll the attack. This ability may be used a number of times per day equal to his charisma modifier.
Comments?
Here I am at an impass. I was thinking it could then do 1 of 2 things:
1. Nothing, it just affordsthe knight a chance to hit even though he rolled a 1 (he'll probably still miss as a roll of 1 plus modifiers won't be enough to hit anything beyond the weakest of foes).
2. The knight may reroll the attack. This ability may be used a number of times per day equal to his charisma modifier.
Comments?
- Omote
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Re: Knight's weapon training
That is actually a really cool idea... the idea that [HOUSERULE] that a natural 1 is not an automatic miss. Really imaginative.
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- KaiserKris
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Re: Knight's weapon training
Personally, I enjoy the natural 1/natural 20 thing too much to give it up, but it is certainly an imaginative idea. In my houserules, an automatic 1 is not only a fail, but a d10 gets rolled to determine if further bad things happen, modified by the character's attribute bonus if applicable. If the result is under 5, additional terrible things happen. Such as a weapon breaking, the character falling prone or possibly even a character stabbing themselves with their weapon.
Avoiding this entirely would be a sizeable, if situational, advantage.
Avoiding this entirely would be a sizeable, if situational, advantage.
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Re: Knight's weapon training
Is this "always miss on a natural 1" a house rule? I can't find it in the PHB, nor always succeed on a 20.
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Re: Knight's weapon training
Aergraith wrote:Is this "always miss on a natural 1" a house rule? I can't find it in the PHB, nor always succeed on a 20.
Yes, they are a house rule. I've never seen it in the PH either. I think the CKG does make such suggestions.
Since its 20,000 I suggest "Captain Nemo" as his title. Beyond the obvious connection, he is one who sails on his own terms and ignores those he doesn't agree with...confident in his journey and goals.
Sounds obvious to me! -Gm Michael
Grand Knight Commander of the Society.
Sounds obvious to me! -Gm Michael
Grand Knight Commander of the Society.
Re: Knight's weapon training
Oh yeah, I probably should have mentioned that part. In my games, a natural 1 is always failure, and a natural 20 is always a hit at max dmg. This goes for both sides of the board. Baddies and goodies. So to have a class feature which allows you to bend that rule as a knight seemed good. Especially given the idea that knights are supposed to be above average warriors. I also altered the barbarians extra health ability. I allow the barbarian to, at will, once per battle, award himself temporary hp = his constitution score instead of using the ability as listed. But that is a different story for a different thread.
- Snoring Rock
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Re: Knight's weapon training
D1/D20 is a hold over form 3.x
I use it for combat. For siege checks, I do not. There are times when a 20 still fails. A 1st level rogue, just cannot pick that genius built 1033 tumbler magic adamantine lock. Not even on a 20.
I do use critical hits, which are covered in CKG.
I use it for combat. For siege checks, I do not. There are times when a 20 still fails. A 1st level rogue, just cannot pick that genius built 1033 tumbler magic adamantine lock. Not even on a 20.
I do use critical hits, which are covered in CKG.
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Re: Knight's weapon training
In a situation such as this, where I deem a deed impossible, I simply don't let them roll.Snoring Rock wrote:D1/D20 is a hold over form 3.x
I use it for combat. For siege checks, I do not. There are times when a 20 still fails. A 1st level rogue, just cannot pick that genius built 1033 tumbler magic adamantine lock. Not even on a 20.
I do use critical hits, which are covered in CKG.
That being said, I don't do that all that often. I have no problem with allowing people the occasional roll where they HAVE to get a natural 20 to succeed. Because failure can also be fun. And if they DO succeed, hell, then the heroes just did something ...
... heroic.
Re: Knight's weapon training
If you go the second route where the knight can reroll the attack having rolled a natural 1 equal to charisma mod per day what happens when he fails a fourth or fifth time?jdizzy001 wrote:For those of us with an older edition of the c&c phb, the knight entry lists an ability called weapon training. As it has been discussed in the past, this seems to be a typo. Or at least something that was accidently left in. Having no idea what it is beyond proficiencies, i have com up with a "purpose" for it. Though I have not got to beta it, I plan to use it as such: So skilled is the knight with his knightly weapon, he finds success where others find failure. Select a weapon. If a knight rolls a natural 1 on an attack roll, when using his selected weapon, it does not count as an automatic failure.
Here I am at an impass. I was thinking it could then do 1 of 2 things:
1. Nothing, it just affordsthe knight a chance to hit even though he rolled a 1 (he'll probably still miss as a roll of 1 plus modifiers won't be enough to hit anything beyond the weakest of foes).
2. The knight may reroll the attack. This ability may be used a number of times per day equal to his charisma modifier.
Comments?
Does this go back to a standard natural 1 rule, that would make all parties happy
Also Would you count two natural 1's in a roll the gods telling your knight he is doomed or would you let him reroll a reroll.
Re: Knight's weapon training
Yes, should the knight roll more nat 1's than he has cha mods then I revert to "regular" nat 1 rules. And if the knight by some cruel twist of fate possesses a cha score which does not afford him a cha mod, he will still be permitted to use his weapon training ability once per day.Dracyian wrote:If you go the second route where the knight can reroll the attack having rolled a natural 1 equal to charisma mod per day what happens when he fails a fourth or fifth time?jdizzy001 wrote:For those of us with an older edition of the c&c phb, the knight entry lists an ability called weapon training. As it has been discussed in the past, this seems to be a typo. Or at least something that was accidently left in. Having no idea what it is beyond proficiencies, i have com up with a "purpose" for it. Though I have not got to beta it, I plan to use it as such: So skilled is the knight with his knightly weapon, he finds success where others find failure. Select a weapon. If a knight rolls a natural 1 on an attack roll, when using his selected weapon, it does not count as an automatic failure.
Here I am at an impass. I was thinking it could then do 1 of 2 things:
1. Nothing, it just affordsthe knight a chance to hit even though he rolled a 1 (he'll probably still miss as a roll of 1 plus modifiers won't be enough to hit anything beyond the weakest of foes).
2. The knight may reroll the attack. This ability may be used a number of times per day equal to his charisma modifier.
Comments?
Does this go back to a standard natural 1 rule, that would make all parties happy
Also Would you count two natural 1's in a roll the gods telling your knight he is doomed or would you let him reroll a reroll.
Should the knight roll back to back 1's, provided he has more cha mod bonuses, he can keep rerolling. Howeverr, c&c isn't too generous about handing out mod bonuses. At best (in my limited exp) a high level knight would only get 3ish rerolls in a session (provided he has a high cha mod, and the session occurs in a single game day).
Re: Knight's weapon training
I just ask because I have seen the dice turn up nat 1 after nat 1 after nat 1 both to unlucky and to the DMjdizzy001 wrote:Yes, should the knight roll more nat 1's than he has cha mods then I revert to "regular" nat 1 rules. And if the knight by some cruel twist of fate possesses a cha score which does not afford him a cha mod, he will still be permitted to use his weapon training ability once per day.Dracyian wrote:If you go the second route where the knight can reroll the attack having rolled a natural 1 equal to charisma mod per day what happens when he fails a fourth or fifth time?jdizzy001 wrote:For those of us with an older edition of the c&c phb, the knight entry lists an ability called weapon training. As it has been discussed in the past, this seems to be a typo. Or at least something that was accidently left in. Having no idea what it is beyond proficiencies, i have com up with a "purpose" for it. Though I have not got to beta it, I plan to use it as such: So skilled is the knight with his knightly weapon, he finds success where others find failure. Select a weapon. If a knight rolls a natural 1 on an attack roll, when using his selected weapon, it does not count as an automatic failure.
Here I am at an impass. I was thinking it could then do 1 of 2 things:
1. Nothing, it just affordsthe knight a chance to hit even though he rolled a 1 (he'll probably still miss as a roll of 1 plus modifiers won't be enough to hit anything beyond the weakest of foes).
2. The knight may reroll the attack. This ability may be used a number of times per day equal to his charisma modifier.
Comments?
Does this go back to a standard natural 1 rule, that would make all parties happy
Also Would you count two natural 1's in a roll the gods telling your knight he is doomed or would you let him reroll a reroll.
Should the knight roll back to back 1's, provided he has more cha mod bonuses, he can keep rerolling. Howeverr, c&c isn't too generous about handing out mod bonuses. At best (in my limited exp) a high level knight would only get 3ish rerolls in a session (provided he has a high cha mod, and the session occurs in a single game day).
Re: Knight's weapon training
I like the 2nd option best. However, I think weapon training is a hold over from the 1e cavalier. Where the weapon training gave a bonus to hit with certain weapons when the cavalier reached certain levels. So that being the case, I would make it a bonus to hit with a lance when mounted or some such.
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Re: Knight's weapon training
This is a very neat idea. I may steal this. Let me ask this though, if you go option 2, why is it based of Char? I mean, beyond the fact that Char is a prime for a knight, how does this affect his skill with a weapon? I'd rather see it be base on the knights level maybe? Something like....Once per day, for every 4 levels of experience, when the knight rolls a natural one...he may disrgard the natural one...and (fill in the blank...just miss, but nothing bad happen, re-roll the attack, etc).jdizzy001 wrote:For those of us with an older edition of the c&c phb, the knight entry lists an ability called weapon training. As it has been discussed in the past, this seems to be a typo. Or at least something that was accidently left in. Having no idea what it is beyond proficiencies, i have com up with a "purpose" for it. Though I have not got to beta it, I plan to use it as such: So skilled is the knight with his knightly weapon, he finds success where others find failure. Select a weapon. If a knight rolls a natural 1 on an attack roll, when using his selected weapon, it does not count as an automatic failure.
Here I am at an impass. I was thinking it could then do 1 of 2 things:
1. Nothing, it just affordsthe knight a chance to hit even though he rolled a 1 (he'll probably still miss as a roll of 1 plus modifiers won't be enough to hit anything beyond the weakest of foes).
2. The knight may reroll the attack. This ability may be used a number of times per day equal to his charisma modifier.
Comments?
- Omote
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Re: Knight's weapon training
I haven't decided exactly which version I am going to use yet, but I am leaning towards option 2. Both of these ideas are just so good that I can't pass them up. Once I decide though, I am going to put the ruling immediately into my campaign.jdizzy001 wrote: 1. Nothing, it just affordsthe knight a chance to hit even though he rolled a 1 (he'll probably still miss as a roll of 1 plus modifiers won't be enough to hit anything beyond the weakest of foes).
2. The knight may reroll the attack. This ability may be used a number of times per day equal to his charisma modifier.
Thanks so much for this topic JD.
~O
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Re: Knight's weapon training
If I were to use option 2 I would rewrite it to being used at least once+ CHA modifier per day. I think it is bad to assume a Knight will always have a CHA 13 or higher, or make their ability unusable. I made a similar change to Inspire as well. Without a 13 or higher CHA on that, it becomes useless as written as well.
Since its 20,000 I suggest "Captain Nemo" as his title. Beyond the obvious connection, he is one who sails on his own terms and ignores those he doesn't agree with...confident in his journey and goals.
Sounds obvious to me! -Gm Michael
Grand Knight Commander of the Society.
Sounds obvious to me! -Gm Michael
Grand Knight Commander of the Society.
Re: Knight's weapon training
The only reason I chose cha was because he is a cha prime character. It would work with any stat or level. I like tree's addendum, making it cha mod +1 that way even very unsavioury knights can still use it. If one were to be super technical it would probably work best if it was effected by his str mod.Lobo316 wrote:This is a very neat idea. I may steal this. Let me ask this though, if you go option 2, why is it based of Char? I mean, beyond the fact that Char is a prime for a knight, how does this affect his skill with a weapon? I'd rather see it be base on the knights level maybe? Something like....Once per day, for every 4 levels of experience, when the knight rolls a natural one...he may disrgard the natural one...and (fill in the blank...just miss, but nothing bad happen, re-roll the attack, etc).jdizzy001 wrote:For those of us with an older edition of the c&c phb, the knight entry lists an ability called weapon training. As it has been discussed in the past, this seems to be a typo. Or at least something that was accidently left in. Having no idea what it is beyond proficiencies, i have com up with a "purpose" for it. Though I have not got to beta it, I plan to use it as such: So skilled is the knight with his knightly weapon, he finds success where others find failure. Select a weapon. If a knight rolls a natural 1 on an attack roll, when using his selected weapon, it does not count as an automatic failure.
Here I am at an impass. I was thinking it could then do 1 of 2 things:
1. Nothing, it just affordsthe knight a chance to hit even though he rolled a 1 (he'll probably still miss as a roll of 1 plus modifiers won't be enough to hit anything beyond the weakest of foes).
2. The knight may reroll the attack. This ability may be used a number of times per day equal to his charisma modifier.
Comments?
With TB's addition, I am going to lean towards option 2. If a knight rolls a nat 1 with his selected knightly weapon he may reroll the nat 1 a number of times per day equal to his cha mod +1.
The reason I didn't give him a straight numeric bonus to his knightly weapon as per the 1e cavalier was 2 fold.
1 to avoid a rehash of the fighter's weapon ability.
2 i like to come up with abilities that move beyond straight up numeric bonuses. For example, rerolls, roll 2x and choose the best, roll 2x and choose the worst (for penalties), etc.
Finally, I'm glad to hear this houserule has garnered some favor
Re: Knight's weapon training
Yes, it is a house rule. I don't you those. I play that per RAW.Aergraith wrote:Is this "always miss on a natural 1" a house rule? I can't find it in the PHB, nor always succeed on a 20.
Re: Knight's weapon training
You know, I may expand upon this idea so that it affects ANY weapon a knight fights with (instead of some favored weapon or something). It helps reflect the more disciplined fighting styple of the knight.
Re: Knight's weapon training
you could also go by weapon groups such as swords, daggers, axes and the suchLobo316 wrote:You know, I may expand upon this idea so that it affects ANY weapon a knight fights with (instead of some favored weapon or something). It helps reflect the more disciplined fighting styple of the knight.
Re: Knight's weapon training
Without getting into too much detail, that is what I mean by knightly weapon. Historically knights were known for using swords, lances, axes, falchion (poor knights. Literally, knights without cash), spears, crossbows, maces and hammers. There were a few others but those were the big ones. I also assumed that since a knight has a code, their code would define what is considered a knightly weapon and those defined weapons would benefit from the weapon training ability.
Re: Knight's weapon training
I also thought about removing the "per day" restriction, and just giving the knight a roll to ignore the effects of the natural 1. Something like D20+ STR or DEX modifier with a target # of 12.
Or maybe a modified saving throw D20+ STR or DEX Mod + 1/2 level against a CC 15.
Remove the per day restrictions, base it off a roll, and your good to go.
Just tossing stuff against the wall.
Or maybe a modified saving throw D20+ STR or DEX Mod + 1/2 level against a CC 15.
Remove the per day restrictions, base it off a roll, and your good to go.
Just tossing stuff against the wall.
Re: Knight's weapon training
Sorry, I am a newbie to Castles and Crusades.
I thought that the knights weapon specialization applied to: while mounted.
I mean the lance damage and no penalization to other combat actions from an unstable platform while mounted.
Is there supposed to be more to it?
Thanks for reading.
Volo.
I thought that the knights weapon specialization applied to: while mounted.
I mean the lance damage and no penalization to other combat actions from an unstable platform while mounted.
Is there supposed to be more to it?
Thanks for reading.
Volo.
Re: Knight's weapon training
Actually, thats what I consider it to be.Volomyre wrote:Sorry, I am a newbie to Castles and Crusades.
I thought that the knights weapon specialization applied to: while mounted.
I mean the lance damage and no penalization to other combat actions from an unstable platform while mounted.
Is there supposed to be more to it?
Thanks for reading.
Volo.
Since its 20,000 I suggest "Captain Nemo" as his title. Beyond the obvious connection, he is one who sails on his own terms and ignores those he doesn't agree with...confident in his journey and goals.
Sounds obvious to me! -Gm Michael
Grand Knight Commander of the Society.
Sounds obvious to me! -Gm Michael
Grand Knight Commander of the Society.
Re: Knight's weapon training
Don't have my books in front of me, but I thought the poster was referring to something else...a holdover from an older edition?Volomyre wrote:Sorry, I am a newbie to Castles and Crusades.
I thought that the knights weapon specialization applied to: while mounted.
I mean the lance damage and no penalization to other combat actions from an unstable platform while mounted.
Is there supposed to be more to it?
Thanks for reading.
Volo.
Re: Knight's weapon training
Lobo316 wrote: Don't have my books in front of me, but I thought the poster was referring to something else...a holdover from an older edition?
It could be. Its "position" makes it kind of ambiguous. I just went with what made the most sense to me at the time. So I just treated it like it refers to the Horsemanship and Lance abilities.
Since its 20,000 I suggest "Captain Nemo" as his title. Beyond the obvious connection, he is one who sails on his own terms and ignores those he doesn't agree with...confident in his journey and goals.
Sounds obvious to me! -Gm Michael
Grand Knight Commander of the Society.
Sounds obvious to me! -Gm Michael
Grand Knight Commander of the Society.
Re: Knight's weapon training
Makes sense enough, though I still think jdizzy001's idea is pretty neatTreebore wrote:Lobo316 wrote: Don't have my books in front of me, but I thought the poster was referring to something else...a holdover from an older edition?
It could be. Its "position" makes it kind of ambiguous. I just went with what made the most sense to me at the time. So I just treated it like it refers to the Horsemanship and Lance abilities.
Re: Knight's weapon training
This is midly complicated but I think it would be cool, if the Knight rolls a natural 1 he can through his training and being the blunt of many failed atempts during his training, attempt a "new" attack and he then rolls Cha check (I picked Cha for two reasons, reason 1 being that it is the Class attribute, reason 2 that after making such a fumble a recovery attempt if it was obvious would be less effective than one just seems to spring up from the failure sort of thing, dex or strength would work too or a whole different save entirely) against the targets dex save. If the Knight wins he gets his attack as a hit, or you could go even so far as giving the knight a called shot for it
Re: Knight's weapon training
the weapon training ability could be a refernce to the knight's lance atks and such however, since his profile doesn't describe that and lists everything under his horse abilities I looked at the empty ability and saw a blank canvas.
Re: Knight's weapon training
And crafted a masterpeice, not only did you invent two excellent and original ideas but got the creative juices flowing in other places toojdizzy001 wrote:the weapon training ability could be a refernce to the knight's lance atks and such however, since his profile doesn't describe that and lists everything under his horse abilities I looked at the empty ability and saw a blank canvas.
Re: Knight's weapon training
OK, so after thinking this over a bit, this is what I've come up with for my house rules. I really kinda dig the idea of a class having a chance to ignore a "critical failure" on a natural 1 (if one is even using crits, which I am). So, for what it's worth, here we go...
Once per day, when a knight rolls a natural 1 in melee combat, he may make a strength based saving throw with a CL equal to the level of the opponent. Treat the save throw as a prime, even if strength is not a prime. If successful, he may ignore any rules for fumbling and treat the natural 1 as normal miss. He may do this twice per day at 8th level, and three times per day at 16th level.
The only thing I'm still wrestling with is possibly removing the "per day" restriction. Making it a save, with a CL = to the opponents HD, means it's not a "gimmie" so I'm not sure the restrictions per day are really needed.
Once per day, when a knight rolls a natural 1 in melee combat, he may make a strength based saving throw with a CL equal to the level of the opponent. Treat the save throw as a prime, even if strength is not a prime. If successful, he may ignore any rules for fumbling and treat the natural 1 as normal miss. He may do this twice per day at 8th level, and three times per day at 16th level.
The only thing I'm still wrestling with is possibly removing the "per day" restriction. Making it a save, with a CL = to the opponents HD, means it's not a "gimmie" so I'm not sure the restrictions per day are really needed.
