Greensnakedrex
Explorer
I propose we ditch ponderous and unbalanced weapon and armor lists. We can revamp weapon speed and shields to balance a simple 'type based' weapon and armor system.
Speed denotes the bonus threshold at which the user gains another attack.
4 weapon types.
Light= d4 (speed= +4)
medium= d8 (speed= +5)
heavy= d10 (speed= +6)
2 handed melee= 3d4 (speed= +7)
You start with 1 attack.
light weapons grant another attack at +4, +8, +12...
medium weapons grant another attack at +5, +10, +15...
heavy weapons grant another attack at +6, +12, +18...
2 handed weapons grant another attack at +7, +14, +21...
Couple this with simple crit and shield rules.
20= crit. Crit = double dice damage with exploding dice; a maxed die roll gets rolled and added again. (very nice for 2 handers)
2 shield types.
Small shields= +2 (can be used with all but 2 handed weapons)
Large shields= +4 (can only be used when wielding a medium or light weapon)
-Small weapons grant more attacks.
-Medium weapons afford the use of a large shield.
-Large weapons do more damage
-2 handed weapons do lots of damage (especially with exploding dice on a crit) but are slower and you cannot use a shield.
Set armor up thusly
light= +2 AC
medium= +4 AC
heavy= +6 AC
(Heavy armor and large shield still = AC 20 and you can still rock a longsword for d8 damage at a +5 speed threshold)
With this system, you can name and imagine your armor and weapons however you wish, removing FLAVOR choices from the influence of MECHANICS.
With multiple attacks determined by attack bonus/weapon speed, the flatter math makes every +1 VERY important and rewarding.
Allow backgrounds and or themes to modify some of these basic rules in some ways (i.e. specialized archers types do d8 damage at +4 speed threshold) and the possibility of special qualities (i.e. double damage with mounted lance charge) and I believe we can keep all of our players gruntled (opposite of disgruntled) with their weapon/ armor choices.
Speed denotes the bonus threshold at which the user gains another attack.
4 weapon types.
Light= d4 (speed= +4)
medium= d8 (speed= +5)
heavy= d10 (speed= +6)
2 handed melee= 3d4 (speed= +7)
You start with 1 attack.
light weapons grant another attack at +4, +8, +12...
medium weapons grant another attack at +5, +10, +15...
heavy weapons grant another attack at +6, +12, +18...
2 handed weapons grant another attack at +7, +14, +21...
Couple this with simple crit and shield rules.
20= crit. Crit = double dice damage with exploding dice; a maxed die roll gets rolled and added again. (very nice for 2 handers)
2 shield types.
Small shields= +2 (can be used with all but 2 handed weapons)
Large shields= +4 (can only be used when wielding a medium or light weapon)
-Small weapons grant more attacks.
-Medium weapons afford the use of a large shield.
-Large weapons do more damage
-2 handed weapons do lots of damage (especially with exploding dice on a crit) but are slower and you cannot use a shield.
Set armor up thusly
light= +2 AC
medium= +4 AC
heavy= +6 AC
(Heavy armor and large shield still = AC 20 and you can still rock a longsword for d8 damage at a +5 speed threshold)
With this system, you can name and imagine your armor and weapons however you wish, removing FLAVOR choices from the influence of MECHANICS.
With multiple attacks determined by attack bonus/weapon speed, the flatter math makes every +1 VERY important and rewarding.
Allow backgrounds and or themes to modify some of these basic rules in some ways (i.e. specialized archers types do d8 damage at +4 speed threshold) and the possibility of special qualities (i.e. double damage with mounted lance charge) and I believe we can keep all of our players gruntled (opposite of disgruntled) with their weapon/ armor choices.
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