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General Tabletop Discussion
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Scaling the number of off-hand attacks?
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<blockquote data-quote="TornadoCreator" data-source="post: 6625956" data-attributes="member: 6672078"><p>I'm a stickler for semi-realism in my games. It's a fantasy game sure, elves, orcs, etc. exist; there's magic and huge dragons... all that jazz. That doesn't stop certain things from being true though and I will punish players for not thinking of it. Taking off your armour does not, for example, stop you from taking the armour check penalty if you're then carrying the damn armour in your backpack! Two weapon fighting makes just zero sense to me, I'd allow you to have +1 AC maybe, to represent your greater ability to parry, but there's already an off-hand implement for that... it's called a shield. Then there's things like torches, I love watching players light old style medieval torches inside dungeons so I can make them panic as the room fills with smoke and stinks to such a level that it becomes choking... because bitumen is not pleasant when it's on fire. I impose a simple house rule; any time you fail a death saving throw you also gain a permanent injury. This can either cripple a limb, cause a loss of sense (blindness, deafness), or a permanent -5 in an attribute. These effects are permanent, only a greater restoration spell will restore them. I find the revolving door nature of D&D where death is a minor inconvenience and being stabbed with a sword is something you can just sleep off after a good nights rest, just ruin any tension or drama the game might have.</p></blockquote><p></p>
[QUOTE="TornadoCreator, post: 6625956, member: 6672078"] I'm a stickler for semi-realism in my games. It's a fantasy game sure, elves, orcs, etc. exist; there's magic and huge dragons... all that jazz. That doesn't stop certain things from being true though and I will punish players for not thinking of it. Taking off your armour does not, for example, stop you from taking the armour check penalty if you're then carrying the damn armour in your backpack! Two weapon fighting makes just zero sense to me, I'd allow you to have +1 AC maybe, to represent your greater ability to parry, but there's already an off-hand implement for that... it's called a shield. Then there's things like torches, I love watching players light old style medieval torches inside dungeons so I can make them panic as the room fills with smoke and stinks to such a level that it becomes choking... because bitumen is not pleasant when it's on fire. I impose a simple house rule; any time you fail a death saving throw you also gain a permanent injury. This can either cripple a limb, cause a loss of sense (blindness, deafness), or a permanent -5 in an attribute. These effects are permanent, only a greater restoration spell will restore them. I find the revolving door nature of D&D where death is a minor inconvenience and being stabbed with a sword is something you can just sleep off after a good nights rest, just ruin any tension or drama the game might have. [/QUOTE]
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Scaling the number of off-hand attacks?
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