Re: Which optional rules do you use for muscle-powered weapons and armors?
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Re: Which optional rules do you use for muscle-powered weapons and armors?
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If you remember to multiply all that by 2.5, it should be fine. Especially if you like granularity and multiplication. We went with a higher ST divisor instead. Tomato, tomato. |
Re: Which optional rules do you use for muscle-powered weapons and armors?
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Re: Which optional rules do you use for muscle-powered weapons and armors?
I like tweaks where swung damage is about 1.5 x thrust damage and ST 2x does twice the thrust damage of ST x, but in my last game I never bothered, it was a 'nerd tweak' to keep my autistic brain happy not something which made the game better for the players. This can work well if you re-scale what 1 HP of damage means.
I think there is a David Pulver article in Pyramid called "Survivable Guns" which gives full-power rifles and up about half damage and double Armour Divisor. Quote:
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Re: Which optional rules do you use for muscle-powered weapons and armors?
1. Two handed melee weapons wielded two handed enjoy +1/die damage - gives extra kick for strong guys wielding two handers
2. Damage bonus for Karate, Weapon Master etc is players choice 3e Skill/5 or 4e +X / die. - means high skill, weak arms is a more legit choice, and you get a damage bonus starting at putting 1pt in a skill using 3e approach, but also burly storm giant weapon masters with ST 130 don't find the weapon master bonuses lost in the cloud using 4e method. 3. Trained ST applies to melee to, for both damage and parry bonuses |
Re: Which optional rules do you use for muscle-powered weapons and armors?
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Re: Which optional rules do you use for muscle-powered weapons and armors?
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Re: Which optional rules do you use for muscle-powered weapons and armors?
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Re: Which optional rules do you use for muscle-powered weapons and armors?
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Re: Which optional rules do you use for muscle-powered weapons and armors?
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