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<blockquote data-quote="Dremmen" data-source="post: 3328778" data-attributes="member: 30977"><p>There is a standard set of house rules I use in my games presently or are planning on using, and although they seem to work ok, which is enough validation for me, I wanted to present them here to see what the populace thought of them.</p><p></p><p>The first is <strong>Armor Piercing</strong>. This comes about because of simple physics saying that if you get shot with a crossbow from across the room, versus a hundred yards down the road, the impact will be different on armor. At close range a crossbow bolt will shred chainmail easy. NOTE: I use the Game of Thrones rules, which are like Grim and Gritty in that Armor provides Damage Reduction, not an AC bonus;</p><p></p><p>that being said - the rule is based on the range of the weapon, and the assumption that if the weapon can hurl an object to Extreme range, then it will have considerable punch at closer ranges. With the range increments being Short, Medium, Long and Extreme, a heavy crossbow, which can fire at extreme range, can ignore 8 points of DR at Short, 5 at Medium and 3 at long. A weapon that had only long range could ignore 5 pnts at Short, 3 at Medium, while a weapon that could only go to Medium range would ignore 3 points of DR at Short. Short range weapons would have no AP.</p><p></p><p>This second rule just came about out of another thread. It is a <strong>Skill Based Damage Bonus</strong>. The way it works is that for every point that you beat an opponent's AC with your roll to hit, you add to damage. The only other change is that Str is no longer added to damage as well - that is taken into account when rolling to hit.</p><p></p><p>My third rule is an <strong>Initiative Penalty for Heavy Weapons</strong>. This one was a bit trickier to work out but seems to hold up well in games. The first change is that drawing a weapon is no longer a movement equivalent action, it is an attack equivalent action. That means if you draw a weapon on your turn, you cannot attack with it. This leads to the second change - anyone can attempt to draw as a free action - however, you incur penalties to initiative based on the size of the weapon. For Small weapons the penalty is -2, -4 for Medium and -8 for Large, all this being relative for your size so for a hafling drawing a small weapon would be the equivalent of drawing a Medium weapon for a Human. If you take Quick Draw the penalties fall to 0, -2, -4. The situation that I envisioned was two fighters squaring off, one with a Greatsword strapped to his back, the other a short sword. Both try to draw to strike the opponent down - the short sword fighter should be faster. Even faster still if he forgoes the weapon and tries to dive in for the grapple.</p><p></p><p>So, what do you all think? Too much?</p></blockquote><p></p>
[QUOTE="Dremmen, post: 3328778, member: 30977"] There is a standard set of house rules I use in my games presently or are planning on using, and although they seem to work ok, which is enough validation for me, I wanted to present them here to see what the populace thought of them. The first is [B]Armor Piercing[/B]. This comes about because of simple physics saying that if you get shot with a crossbow from across the room, versus a hundred yards down the road, the impact will be different on armor. At close range a crossbow bolt will shred chainmail easy. NOTE: I use the Game of Thrones rules, which are like Grim and Gritty in that Armor provides Damage Reduction, not an AC bonus; that being said - the rule is based on the range of the weapon, and the assumption that if the weapon can hurl an object to Extreme range, then it will have considerable punch at closer ranges. With the range increments being Short, Medium, Long and Extreme, a heavy crossbow, which can fire at extreme range, can ignore 8 points of DR at Short, 5 at Medium and 3 at long. A weapon that had only long range could ignore 5 pnts at Short, 3 at Medium, while a weapon that could only go to Medium range would ignore 3 points of DR at Short. Short range weapons would have no AP. This second rule just came about out of another thread. It is a [B]Skill Based Damage Bonus[/B]. The way it works is that for every point that you beat an opponent's AC with your roll to hit, you add to damage. The only other change is that Str is no longer added to damage as well - that is taken into account when rolling to hit. My third rule is an [B]Initiative Penalty for Heavy Weapons[/B]. This one was a bit trickier to work out but seems to hold up well in games. The first change is that drawing a weapon is no longer a movement equivalent action, it is an attack equivalent action. That means if you draw a weapon on your turn, you cannot attack with it. This leads to the second change - anyone can attempt to draw as a free action - however, you incur penalties to initiative based on the size of the weapon. For Small weapons the penalty is -2, -4 for Medium and -8 for Large, all this being relative for your size so for a hafling drawing a small weapon would be the equivalent of drawing a Medium weapon for a Human. If you take Quick Draw the penalties fall to 0, -2, -4. The situation that I envisioned was two fighters squaring off, one with a Greatsword strapped to his back, the other a short sword. Both try to draw to strike the opponent down - the short sword fighter should be faster. Even faster still if he forgoes the weapon and tries to dive in for the grapple. So, what do you all think? Too much? [/QUOTE]
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