Simplifying 1-hand/2-hand/1.5-hand/Str Mins.
So, the rules for using 1-handed, 1 1/2-handed, and 2-handed weapons one-handed and two-handed weapons with either one or two hands with various Strength minimums works well, but can get pretty hard to keep track of spontaneously, like when you peel a sword off an enemy's corpse and try to figure out what your OCV, DCV, and DC is going to be. Hang on, lemme crack open the book to... what page was that again?
So, I think I'm just going to simplify things a bit. I think it's pretty intuitive. Let me know what you think:
- All weapons are either one- or two-handed, depending on how they're intended to be weilded.
- Weilding a one-handed weapon in two-hands, if possible, will lower the Str Min by 5. This allows you to avoid a penalty and possibly do more damage.
- Using a two-handed weapon in one hand raises the Str Min by five for calculating penalties and damage.
...okay. Now that I've written all that and looked back at the rules, I realize all I've done is remove 1-1/2 handed weapons and changed the Str Min modifier from 3 to 5. This is truly a simplified system that writing has helped me to memorize the actual rules. Funny.
What I think it's really worth is for quickly calculating things for players who aren't familiar with the rules.
-BlueBuddha
"When some wild 8 foot tall maniac grabs your neck, slams the back of your favorite head against a bar room wall and looks you crooked in the eye and he asks you if you've paid your dues, well you just stare that big sucker right back in the eye and you remember what ol' Jack Burton always says at a time like that. Have you paid your dues Jack? Yes sir, The check is in the mail"
- Kurt Russel as Jack Burton in Big Trouble In Little China (greatest movie of all time)
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