A great source of player disappointment occurs when, upon finally hitting that jerk with a tough AC, they then roll minimal damage.
SUPPOSITION
So many people are opposed to non-variable weapon damage (i.e. 'everything does d6 damage') because there is no other mechanical distinction made between swords and daggers.
OPINION
It would be nice if the Fighterly types could do cool things with weapons that are beyond the ability of other users of implements of death.
PROPOSAL
New rule: Every time a Fighter type rolls a '1' for damage, consult the list below.
Axe, Hand - roll Str or less to chop any wood-hafted weapon
Axe, Long - roll another d6 of damage
Bow - fire another arrow immediately
Club - foe must save or be stunned, losing next action
Crossbow - roll Dex or less to do trick shot
Fussart - weapon breaks
Glaive - foe with shorter weapon -4 to-hit on next attack
Knife - start grapple with foe, free stab each round grapple continues
Mace - smash foe's helmet or shield, if no helm or shield then stun as per club
Quarterstaff - parry next attack but if long axe, knightly sword or big monster then staff breaks
Spear/Lance - foe with shorter weapon -4 to-hit on next attack
Sword - choice of reroll damage or parry next attack
Shortsword/Dagger - choice of parry next attack against medium or small weapon or start grapple as per knife
Winged Spear (a.k.a. boar spear) - foe with shorter weapon -4 to-hit on next attack, parries spear/glaive/quarterstaff
Note that the above list is restricted only to those weapons that I give a crap about right now. Since I'm working on a pseudo-historical setting I have the luxury of ignoring many weapons.
Sweet idea.
ReplyDeleteGreat idea for handling non-variable weapon damage in an inventive and exciting manner. I'll have to admit that I have been nonplused by non-variable damage (I came in in the AD&D era circa 82 or so), so it was all variable weapon damage and always seemed to make more sense to me. However, with a system such as this, I'd be willing to reconsider.
ReplyDeleteI am not a fan of variable damage myself. I like games where the combat roll encompasses both a to hit and damage roll. You see this in White Wolf's Storyteller, or in Silhouette (Heavy Gear) where a weapon has a rating that is multiplied by the number of successes achieved on an attack to determine damage.
ReplyDeleteGood stuff Jeff :)
ReplyDeleteYour observation is dead on, especially in campaigns that don't have critical hits. I can't count how many times I've seen one of my players roll a natural "20", followed by a "1". Guaranteed to make even the most emotionally-centered of players look like they want to chuck your dice across the room.
ReplyDeletePlus I'm always on the lookout for simple, fun ways to spice up the oft neglected fighter. So I may try and playtest these at our next session.
Beefing up weapons in RPG combat is always a good idea. The fussart certainly looks less then ideal.
ReplyDelete> player disappointment
ReplyDeleteOBSERVATION: Just like the possibility of perm death is sweetens victorious survival. Disappointmakes makes that max damage, or just enough damage to finally kill foe fun!
But, this is still groovy. I did Similar thing but on opposite side with exploding damage(roll max, get to reroll die adding results), but you may instead of rolling more damage you can do a "trick" like disarm, trip, pushback etc.
i like it but i would feel duty bound to apply it to monsters too...
ReplyDeleteA glave with a short handle is basically a thatching tool used to shape the edges of the thatch. I saw one in use this year (we still have some thatched rooves in the UK) and I imagine that it's as old as thatching. Thatching was in fact just starting its long, slow wane by AD1200 when London outlawed it and other large towns followed suit due to fire hazards. So I'd be surprised if it wasn't an option in 1140.
ReplyDeleteThat Medieval picture there, that looks like a flag... No wait, it has strings or cords wrapped around it & there is an obvious knot in it at one place. That's not a flag, that is a bag, or... is it trousers?
ReplyDeleteI call "Pants!"
Honestly, I love this "1" damage = something special happens. Brilliant! ;)
-Bobjester
Brill.
ReplyDeleteVery clever. I don't currently use a system with variable damage (I run my weird fantasy game with a slimmed down version of the World of Darkness system) but if I ever have call to, this is a great idea. Bravo.
ReplyDelete