• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

Variant rules for bronze (and more)weapons and the "Critical Miss"

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.

-----------

What do you think - is this workable?
 

log in or register to remove this ad

I really like this. I'm adding it to my house rules. :D I have always liked stone and bronze weapons, they add a nice flavor to the game. This makes them a tad more realistic without adding to many crunchy bits. Thanks.
 

Trepelano said:
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.

-----------

What do you think - is this workable?

You've lost me. I see nothing in the DMG about bronze and stone weapons. Furthermore, you did not post your rules changes here, you only posted the changes to the critical miss system.
 

Re: Re: Variant rules for bronze (and more)weapons and the "Critical Miss"

You've lost me. I see nothing in the DMG about bronze and stone weapons.
Please see page 162, Low-Tech Weapons -- right before Renaissance Weapons.
Furthermore, you did not post your rules changes here, you only posted the changes to the critical miss system.
His rule changes supersede the DMG's suggestions, removing any to-hit or damage penalties -- a bronze shortsword or dagger should still hurt -- but adding a chance for inferior weapons to break on superior steel arms & armor.
 


Anubis said:
Oh, so the critical miss change is ABOUT bronze and stone weapons?

More or less - the critical miss change is about possibly damaging your weapon - the likelyhood of which is determined, in part, by what its made of.

One additional advantage of this rule is that it automatically works with any substance - for example an improvised dagger made from an icicle - all you need to do is come up with a hardness for ice (I'd say 4 or 5) and "viola!" you've got your rule for a weapon made of ice.

Of course - you have to use some common sense. You can't make a knife out of paper and then only risk damaging it on a roll of one. I think the limit would have to be materials with at least a hardness of 4.

Edit: come to think of it - this might be a better way of determining the "at risk" range.

peircing weapons 1
bludgeoning, slashing weapons 1-2.

Also - when using a weapon to cause subdual damage only - it is not "at risk".
 
Last edited:

Trepelano said:


More or less - the critical miss change is about possibly damaging your weapon - the likelyhood of which is determined, in part, by what its made of.

One additional advantage of this rule is that it automatically works with any substance - for example an improvised dagger made from an icicle - all you need to do is come up with a hardness for ice (I'd say 4 or 5) and "viola!" you've got your rule for a weapon made of ice.

Of course - you have to use some common sense. You can't make a knife out of paper and then only risk damaging it on a roll of one. I think the limit would have to be materials with at least a hardness of 4.

Edit: come to think of it - this might be a better way of determining the "at risk" range.

peircing weapons 1
bludgeoning, slashing weapons 1-2.

Also - when using a weapon to cause subdual damage only - it is not "at risk".

Ice has a hardness of 0. It's in the rules.
 

Anubis said:


Ice has a hardness of 0. It's in the rules.

Ach! I was at work when I posted that yesterday and didn't have the rulebook to refer to.

How about this as an alternative.

Any substance that has a hardness of 3 or less is"at risk" every round its used in combat. Use common sense when determining whether a substance is rigid enough to be used as a weapon ("No Kalgor, you can't stab the dire ape with a banana.")
 

Into the Woods

Remove ads

Top