Trepelano
First Post
Looking at the rules for bronze and stone weapons - I found them to be a bit wanting- that is I think the penalties, while simple, are a bit harsh. So I came up with an alternative set of rules, which I thought might prove interesting. Its a bit more work, but I've tried to keep it as simple as possible.
My variant really replaces the Critical Miss rule and removes the rules from the DMG regarding bronze and stone weapons.
Basically weapons has a "Risk range" that is similar to the threat range for critical hits.
The "risk" range for weapons is as follows:
weapons of the weilder's size category or smaller: 1
weapons one size higher than the wielder:1-2
Whenever a natural attack roll falls within the "risk" range for that weapon type, the weapon is "at risk". The weapon is potentially damaged by striking either the target's armor or some other hard surface (such as the floor).
When a weapon is at risk - roll for damage, applying the weapon's base damage, plus any strength bonuses (or penalties). Do NOT add any other bonuses (such as enhancement). Treat this damage as a successful strike against the weapon (in other words it is damaging itself). Naturally the better the hardness of a weapon is, the less damage it will take, if any at all.
Bronze has a hardness of 9.
Note that its possible to hit your opponent with a weapon and still put it "at risk". If a medium-sized character rolls a 2 with a large weapon and her attack bonuses still allow her to hit, she hits AND places her weapon "at risk". In this case, use the damage roll she made against her target to figure the damage to the weapon, as above. A 1 is still always a miss.
Bows, slings, crossbows, and other such projectile weapons are never "at risk", although arrows, bolts, and thrown weapons still are. You may continue to use any other variant rule for "critical misses" for projectile weapons, but they can never damage themselves.
Magical weapons add one to their hardness for each enhancement bonus (this is another variant rule that applies to all situations where a magical weapon is subject to damage - not just when they are "at risk".
Armor takes damage from a critical hit. Whenever there is a critical hit, any armor worn by the target takes damage equal to half the damage done by the critical hit minus the hardness of the armor. If the target is flat-footed, the damage is always done against armor, if the target is not flat-footed, there is a 50% chance that teh damage will be done against the target's shield (if they have one).
Enhancement bonuses of the armor are added to its hardness.
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What do you think - is this workable?
My variant really replaces the Critical Miss rule and removes the rules from the DMG regarding bronze and stone weapons.
Basically weapons has a "Risk range" that is similar to the threat range for critical hits.
The "risk" range for weapons is as follows:
weapons of the weilder's size category or smaller: 1
weapons one size higher than the wielder:1-2
Whenever a natural attack roll falls within the "risk" range for that weapon type, the weapon is "at risk". The weapon is potentially damaged by striking either the target's armor or some other hard surface (such as the floor).
When a weapon is at risk - roll for damage, applying the weapon's base damage, plus any strength bonuses (or penalties). Do NOT add any other bonuses (such as enhancement). Treat this damage as a successful strike against the weapon (in other words it is damaging itself). Naturally the better the hardness of a weapon is, the less damage it will take, if any at all.
Bronze has a hardness of 9.
Note that its possible to hit your opponent with a weapon and still put it "at risk". If a medium-sized character rolls a 2 with a large weapon and her attack bonuses still allow her to hit, she hits AND places her weapon "at risk". In this case, use the damage roll she made against her target to figure the damage to the weapon, as above. A 1 is still always a miss.
Bows, slings, crossbows, and other such projectile weapons are never "at risk", although arrows, bolts, and thrown weapons still are. You may continue to use any other variant rule for "critical misses" for projectile weapons, but they can never damage themselves.
Magical weapons add one to their hardness for each enhancement bonus (this is another variant rule that applies to all situations where a magical weapon is subject to damage - not just when they are "at risk".
Armor takes damage from a critical hit. Whenever there is a critical hit, any armor worn by the target takes damage equal to half the damage done by the critical hit minus the hardness of the armor. If the target is flat-footed, the damage is always done against armor, if the target is not flat-footed, there is a 50% chance that teh damage will be done against the target's shield (if they have one).
Enhancement bonuses of the armor are added to its hardness.
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What do you think - is this workable?