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Post by Deleted on Jun 4, 2010 9:39:19 GMT -6
Being a tinkerer by nature, like many of you, I just had to do some fooling around with house rules for my Zothique campaign/sandbox. I present them here for everyone's edification and entertainment. One thing I wanted to do was differentiate missile combat from melee combat, mechanically; the D@D missile rules as written are great, I just wanted to try something else, reflective of some other influences I've had in game play. Showing my T&T background, I went with having the missile user make a DEX save to hit, with a bonus to the missile users DEX for short range, and a penalty to their DEX for long range. I felt this fit the 'saving roll against characteristics' practices inherent in the game. The target gets the usual save against their AC; I will be using AC for monsters, pretty much uniformly... Any opinion or observations welcome! ;D
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Post by aldarron on Jun 4, 2010 14:20:56 GMT -6
Definetly within the spirit of the game! You might also allow particularly powerful bows (draw weights 100lbs +) that require a strength check to use but grant a bonus to damage - like Odysseus' bow
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Post by Deleted on Jun 4, 2010 19:33:10 GMT -6
Thanks, I'm defintitely going that way, Dan; I have also added rules for two weapon and two handed weapons use. I see two weapon use as being very much a signature style of the thief assassin; using two weapons at once gives a bonus to fighting strength (attack or defense value). Using a two handed weapon gives a bonus to damage. I see it working out as a choice between the extra chance of hitting and/or damaging an opponent, or having the protection of a shield and it's improvement or 'bonus' to AC...
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Post by aldarron on Oct 11, 2015 19:43:04 GMT -6
Thanks, I'm defintitely going that way, Dan; I have also added rules for two weapon and two handed weapons use. I see two weapon use as being very much a signature style of the thief assassin; using two weapons at once gives a bonus to fighting strength (attack or defense value). Using a two handed weapon gives a bonus to damage. I see it working out as a choice between the extra chance of hitting and/or damaging an opponent, or having the protection of a shield and it's improvement or 'bonus' to AC... These days with two weapon attacks, I've also simply been giving a damage benefit. I have been trying the "roll two dice and pick the highest" method, and it has gone over well with my players.
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