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Wad-Cutter bullets - anyone heard of em?
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<blockquote data-quote="takyris" data-source="post: 632261" data-attributes="member: 5171"><p>Here's what I think, briefly:</p><p></p><p>It Depends On The Game.</p><p></p><p>I've been thinking about a historical campaign with little or no magic, and I had come up with a lot of different weapons rules to let people come up with a good way to differentiate their characters. Saying that a professionally wire-wrapped hilt gives a bonus to avoid being disarmed, while a professional leather-wrapped hilt gives a +1 bonus to initiative rolls. Saying that a blade with a blood groove gives a character a +4 bonus when rolling to avoid a critical fumble, because the hilt is less likely to be slick with blood. Giving swords with two sharp edges the full critical threat range while giving swords with just one sharp edges bonuses to Defense, since characters can use the softer back edge to block strikes more effectively. Whatever.</p><p></p><p>The reason I might put these rules into a low-magic game is because people like crunchy bits that let them tailor their character the way they want -- and magic is, in default D&D, what does that. Without magic, something else needs to be added to take its place -- hence, me making up rules like that.</p><p></p><p>But I would NEVER try to add those ruled into a normal D&D game. Characters already HAVE a lot of power in a D&D game, I would completely unbalance the game by letting a fighter get a +4 bonus to avoid critical fumbles, a +1 bonus to avoid being disarmed, and a +1 Dodge bonus to AC, because he's got a wire-wrapped handle, a blood-groove, and a single-edged sword.</p><p></p><p>Adding in designer bullets is a bit like that. In a no-magic game, I think that designer bullets can be a fun way to make things more interesting. In a game where people are already getting a lot of damage bonuses from funky magical abilities or other stuff, it adds an unnecessary level of complication and slows things down more than it's worth.</p><p></p><p>-Tacky</p></blockquote><p></p>
[QUOTE="takyris, post: 632261, member: 5171"] Here's what I think, briefly: It Depends On The Game. I've been thinking about a historical campaign with little or no magic, and I had come up with a lot of different weapons rules to let people come up with a good way to differentiate their characters. Saying that a professionally wire-wrapped hilt gives a bonus to avoid being disarmed, while a professional leather-wrapped hilt gives a +1 bonus to initiative rolls. Saying that a blade with a blood groove gives a character a +4 bonus when rolling to avoid a critical fumble, because the hilt is less likely to be slick with blood. Giving swords with two sharp edges the full critical threat range while giving swords with just one sharp edges bonuses to Defense, since characters can use the softer back edge to block strikes more effectively. Whatever. The reason I might put these rules into a low-magic game is because people like crunchy bits that let them tailor their character the way they want -- and magic is, in default D&D, what does that. Without magic, something else needs to be added to take its place -- hence, me making up rules like that. But I would NEVER try to add those ruled into a normal D&D game. Characters already HAVE a lot of power in a D&D game, I would completely unbalance the game by letting a fighter get a +4 bonus to avoid critical fumbles, a +1 bonus to avoid being disarmed, and a +1 Dodge bonus to AC, because he's got a wire-wrapped handle, a blood-groove, and a single-edged sword. Adding in designer bullets is a bit like that. In a no-magic game, I think that designer bullets can be a fun way to make things more interesting. In a game where people are already getting a lot of damage bonuses from funky magical abilities or other stuff, it adds an unnecessary level of complication and slows things down more than it's worth. -Tacky [/QUOTE]
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