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The New Argonauts (OOC Thread)
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<blockquote data-quote="Fenris" data-source="post: 4027119" data-attributes="member: 2820"><p>Newxpress,</p><p>Thought I'd toss an idea out there for you to consider.</p><p>In the tradition of Heracles' Nemian lion-skin armor that nothing could cut, Odysseus' bow no other man could string, the shield of Perseus, and the spear of Ajax, amazing equipment are a part of the myths. Below are some optional equipment rules from the Black Company Setting. They allow better equipment, that is still mundane, to be introduced, and often have really neat effects that would fit well in this type of campaign. Thought you might like to consider allowing or assigning us one special bit of equipment. But by all means feel free to say no, it isn't a big deal, it is just a cool idea I like in low-magic setttings.</p><p></p><p>[sblock]</p><p>Black Company Equipment Rules</p><p></p><p>• Accurate: +1 to hit (any weapon) </p><p>• Balanced: +1 to initiative when readied (any weapon or shield) </p><p>• Concealable: +4 to sleight of hand checks with this item (any item) </p><p>• Crushing: Inflicts an additional 2 points of non-lethal damage on successful hit (any blunt weapon) </p><p>• Deadly: Increases the threat range of any x2 weapon by 1 (any weapon) </p><p>• Decorative: Gain +1 to diplomacy checks while displaying item (any item) </p><p>• Fortified: 10% of any critical hit or sneak attack damage being negated (any armor) </p><p>• Guard: Wielder may reduce attack rolls by 1 for an entire round gains deflection bonus to AC of +1. This deflection bonus is doubled if the item is a shield. (any weapon or shield) </p><p>• Light: Item is 10% lighter than normal (any item) </p><p>• Mastercraft: Reduces armor check penalty by 1, to a minimum of 0 (armor or shield) </p><p>• Rugged: Item gains +2 to hardness and break DC (any item) </p><p>• Sharp: +1 to damage - bonus applied before multipliers (slashing/piercing weapons) </p><p>• Sturdy: 50% increase in item hit points (any item) </p><p>• Thick: A suit of medium or heavy armor provides damage reduction of 1/- against physical attacks - this DR is applied prior to any Damage Conversion (any armor) </p><p>• Threatening: Wielder gains +2 to intimidate checks when displaying item (any item) </p><p>• Well-Crafted: Provides a +1 bonus to a specific skill when used as intended (any item)</p><p></p><p>There are six levels of Masterwork items: </p><p>• Fine: 1 benefit </p><p>• Excellent: 2 benefits </p><p>• Exceptional: 3 benefits, may double once (ie, one double, one single benefit) </p><p>• Superior: 4 benefits, may double once </p><p>• Masterwork: 5 benefits, may double twice or triple once </p><p>• Masterpiece: 6 benefits, may double twice or double once/triple once</p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="Fenris, post: 4027119, member: 2820"] Newxpress, Thought I'd toss an idea out there for you to consider. In the tradition of Heracles' Nemian lion-skin armor that nothing could cut, Odysseus' bow no other man could string, the shield of Perseus, and the spear of Ajax, amazing equipment are a part of the myths. Below are some optional equipment rules from the Black Company Setting. They allow better equipment, that is still mundane, to be introduced, and often have really neat effects that would fit well in this type of campaign. Thought you might like to consider allowing or assigning us one special bit of equipment. But by all means feel free to say no, it isn't a big deal, it is just a cool idea I like in low-magic setttings. [sblock] Black Company Equipment Rules • Accurate: +1 to hit (any weapon) • Balanced: +1 to initiative when readied (any weapon or shield) • Concealable: +4 to sleight of hand checks with this item (any item) • Crushing: Inflicts an additional 2 points of non-lethal damage on successful hit (any blunt weapon) • Deadly: Increases the threat range of any x2 weapon by 1 (any weapon) • Decorative: Gain +1 to diplomacy checks while displaying item (any item) • Fortified: 10% of any critical hit or sneak attack damage being negated (any armor) • Guard: Wielder may reduce attack rolls by 1 for an entire round gains deflection bonus to AC of +1. This deflection bonus is doubled if the item is a shield. (any weapon or shield) • Light: Item is 10% lighter than normal (any item) • Mastercraft: Reduces armor check penalty by 1, to a minimum of 0 (armor or shield) • Rugged: Item gains +2 to hardness and break DC (any item) • Sharp: +1 to damage - bonus applied before multipliers (slashing/piercing weapons) • Sturdy: 50% increase in item hit points (any item) • Thick: A suit of medium or heavy armor provides damage reduction of 1/- against physical attacks - this DR is applied prior to any Damage Conversion (any armor) • Threatening: Wielder gains +2 to intimidate checks when displaying item (any item) • Well-Crafted: Provides a +1 bonus to a specific skill when used as intended (any item) There are six levels of Masterwork items: • Fine: 1 benefit • Excellent: 2 benefits • Exceptional: 3 benefits, may double once (ie, one double, one single benefit) • Superior: 4 benefits, may double once • Masterwork: 5 benefits, may double twice or triple once • Masterpiece: 6 benefits, may double twice or double once/triple once [/sblock] [/QUOTE]
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