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Dethhead Profile
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Champion
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Custom Weapon System


So I've been messing with the basic weapons a little bit and came up with a system that makes each weapon feel more unique in it's abilities (thats the goal anyways). I also came up with a critical hit and damage system inspired by D&D/Pathfinders system.

Crits would work as follows. When you roll a natural 6 to hit, a critical hit is possible. To confirm this critical hit, you must roll on the weapons critical hit range. If it is confirmed, then you deal the critical damage indicated.

For example: A regular sword in this system does d6+Str wounds and has a critical hit range of 4+/X2. If you rolled a natural 6 to hit, then a critical hit would be threatened. If you then confirmed the critical hit with a 4+ roll (no modifiers allowed) then you would deal X2 damage or 2d6+Str (Strength is not multiplied by crits in this system)

Some weapons now also have different damage dice ranging from d6-d12.

Also weapons do different types of damage.
B=Blunt
P=Piercing
S=Slashing

These would come into play only if you were using custom creatures that take more or less damage from certain types of [sign in to see URL] might resist Slashing weapons, and Zombies might resist Blunt weapons, for example.

I'd like to hear any opinions.

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Last edited by Dethhead, 16/Feb/2015, 5:17 am
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Littlemonk Profile
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Re: Custom Weapon System


You lost me after "Some weapons now also have different damage dice ranging from d6-d12."

I hate changing the D6 system, as it's so simplistic and unburdened.

If you're going to change the Damage dice range, why don't you just change the To Hit range like AD&D?!

Also there was already a Critical Hit table in the Deathblow Magazine II: “Aaargh, Me Spleen!” article.

Last edited by Littlemonk, 16/Feb/2015, 10:35 am


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Dethhead Profile
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Champion
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Re: Custom Weapon System


True, there is already an entertaining system for criticals , but crits in that system happen fairly often (Almost 1 out of every 7 rolls will be a crit) and is mostly presented from a monster stand point.

I do like the KISS system of things (Keep It Simple Stupid) but this is just an optional system for those who may already use a D20 system game. I'm not looking to make it Pathfinder Quest, but I do like borrowing certain elements like flanking, combat advantage, damage reduction, etc.

With this system, warriors crit about 1 out 18 or 12 rolls depending on the weapon.

I appreciate the feedback though. Your mods are always awesome.

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Littlemonk Profile
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Re: Custom Weapon System


Perhaps working within the D6 system, you can still use the critical hits, but without the frequency.

What if when the Power Phase is a '1' or a '6', then critical hits can occur that round? Or perhaps there is a 'roll' for critical hits in the round, such as rolling 2D6 and if doubles occur, then everyone knows that a crit will occur on a 6 To Hit?

Something to that effect?

As always, i don't mean to stifle any creativity. Within each suggestion from a player, there lies a pile of gold! (You might be on to something here.) emoticon

Last edited by Littlemonk, 17/Feb/2015, 5:35 am


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Re: Custom Weapon System


I saw immediately a similarity to my own experimentations here... I have a tendency to get complicated in many things...

So, I was thinking that I kind of like this, but that the extra dice rolling would possibly keep others from wanting to use it.

Littlemonk's idea of somehow replacing all those extra individual dice rolls seems like a good way to remedy this.

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Dethhead Profile
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Re: Custom Weapon System


To roll a crit only uses d6s. You'd have the threat of a crit on a 6, and then just one separate roll to confirm that crit, again on a d6. 4+ on most swords, 5+ on some other weapons. Maybe a Katana would have a 3+ to confirm a crit, which could possibly penetrate armor, which would make the weapon more expensive and rare.

The reason its set up this way is to make the weapons better at different things. For example, a Great Sword crits more often than a Great Axe, but the Great Axe does 3 times instead of 2 times damage. The reasoning behind some of this is to have real differences between Swords vs Axes vs Hammers. Swords are good all around weapons, where as Axes cause more damage when they actually strike, while Hammers are all out destructive, even with the opponent wearing armor, but they may be harder to effectively fight with and can't deal deathblows.

The different damage dice is a pain for those who aren't use to it, but the reason I like it is because it doesn't guarantee more damage, only the potential. Yes, higher dice will on average cause more damage, but it isn't guaranteed.

I love the original design of the game, but this is an optional system for slightly more useful tactical choices. In the base game, who is really going to weild the flail at -2 to hit for only +2 damage? (Actually looking at my penalty, hitting yourself 1 out of 6 rolls is bad and should be modified, lol. Obviously I'm still messing with the whole thing)

BTW, I wouldn't change any of the monsters damage dice. This is strictly for warriors. Don't need to make things that complicated.... lol

 
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Re: Custom Weapon System


I personally do not care for the complexity of your system, but if it makes the game more fun for you and your group, then go for it.

In my mind, despite all the content WHQ has, the system itself is not super [sign in to see URL] therefore gives us the ability to drink beer AND play.

The beer limit for effective Pathfinder play is quite a bit lower. emoticon
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Lord
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Re: Custom Weapon System


quote:

RedDogMT wrote:

... .

In my mind, despite all the content WHQ has, the system itself is not super [sign in to see URL] therefore gives us the ability to drink beer AND play.

The beer limit for effective Pathfinder play is quite a bit lower. emoticon


HAhaHAhaHA ... !
RDMT, you remind me of the Friar Tuck in Prince of Thieves.
quote:

This is grain, which any fool can eat, but for which the Lord intended a more divine means of consumption. Let us give praise to our maker and glory to his bounty by learning about... BEER.


Sorry RDMT, you would not like to play here.
Along with the "No Devices" and "No Foul Language" rules with have a "No Intoxicants" at the table along with a "Do NOT Come Impaired and Expect to Play" rules.
Just us strange folks again.

Last edited by Warrior Monk, 18/Feb/2015, 7:40 am


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RedDogMT Profile
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Hero
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Re: Custom Weapon System


quote:

Warrior Monk wrote:
Sorry RDMT, you would not like to play here.
Along with the "No Devices" and "No Foul Language" rules with have a "No Intoxicants" at the table along with a "Do NOT Come Impaired and Expect to Play" rules.
Just us strange folks again.


What, what!!! Good sir, how dare you play a beer and pretzels game without beer! Now, I like pretzels as much as the next fellow, but I don't know if I could make it through an entire game with only pretzels... emoticon
18/Feb/2015, 10:29 am Link to this post Send Email to RedDogMT   Send PM to RedDogMT Blog
 
Warrior Monk Profile
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Lord
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Re: Custom Weapon System


There are excellent non-alcoholic drinks out there man.
Chocolate milk is a good one.

And who likes pretzels?
I mean soft pretzels are not too bad with a very good German mustard, but those hard things that they sell in those bags?
Why waste your money?
Buy some decent chips like Sun Chips or those new cracker chips by Cheez-it called Grooves.


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