GMMichael
Guide of Modos
This thread has me thinking of two house rules for helmets. I'm not going for full-real-life, just enough to add more grit to systems that give a nod to shields but not to helmets:Finally a system where shields are one of the most important items you can have in combat. A helmet is a must, and spears are arguably better than swords. It's the only game I have encountered where the reality of real life melee combat seems to be the basis of the combat engine.
- Add a hit location die to attack rolls. On a head hit, compare damage of attack to table of head-wounds (incapacitated, temporary stun, blind, or deaf). The shape of the helmet protects from each type of head wound, but the ability to detect (scan the battlefield) goes down as protection goes up.
- Helmets provide overall protection (damage reduction or AC), and provide the same amount of penalty on attack and defense rolls.
GM: The whole party is on the ground bleeding, except for you, Headblock. The displacer ogre stands up from tackling Klum, and its image slides to the side as it focuses on you.I know that this is about helmets, but I'm thinking guns. God, there is little that annoys me more than a game with detailed rules for fire arms and listening to a bunch of players who have never held or shot a firearm argue about the rules and what they can do. And of course, I don't want to be "that guy" to crap all over the rules and the players' silly notions about how firearms work...
HB: I fix my spear in the ground, preparing for its charge. I can do quadruple damage against a charge.
GM: Um, you're in the desert. The sand won't hold the spear fast.
HB: All I have to do is put my foot on it. It'll be fine.
GM: Have you ever held a spear? I've been to SCA, they don't even fix spears if they're on roads...
KL: Here we go. Can I check my phone?
Two things. I'm definitely not after detailed rules for helmets, and clearly, neither are the AAA game designers. The other: the above isn't fully a rules-issue. It's a social contract-issue. When a player argues with the GM, he's ignoring Rule Zero. When a GM argues with a player, she risks breaking the contract: we're all here for fun. The tricky part of the latter is enforcing the rules or story enough for everyone's enjoyment, not just that of the few.