Two Weapons / Multiple Attack

Scott Adams longshot at DARKTECH.ORG
Wed Apr 3 04:26:58 CEST 2002


At 10:31 AM 4/2/02 +0200, you wrote:
>>
>>>What about bow's? Didn't you love seeing Legolas shooting arrows like a
>>>gattling gun? I've made what I think is a great rule system for bow
>>>multiple attacks and I've spread a portion of that into 2 handed weapon
>>>multiple attacks. I think it will improve the desire of warriors to just
>>>use their missle weapons rather than melee all the time.
>
>Ok. I guess bringing these ideas out makes me a little nervous. But they
>need scrutinized so here we go.

Shouldn't.  We are all friendly here ...except that firesnake that tends to
lurk...

>
>For Missle Weapons:I mainly made this for bows not crossbows (because there
>is no reload table for bows), but I think they can still apply if the DM
>desires it.
>Bows:Based on a tactical turn of 12 seconds. On the first attack everything
>would be normal, but from here on out it is more difficult because of many
>factors, no skill, low dext or agility, and maybe just being nervous
>putting your life on the line in a weapon you've no trust in. What this
>comes down to is this:
>(CTL or EL)+DB+AB)/12 ru. So worst case is (-27-1-1) for 1 attack every 3
>rounds (very poor bowman with no dex or agil). For best case it would be
>for an elven archer(Faerry's are not supposed to be great warriors in P&P
>according to the creature discription in book three). Max stats for Elven
>Archer would be 84 dex and 88 agil which gives a max bow level of 18 and DB
>and AB at +4 for each respectively. So with the formula above: (18+4+4)/12
>ru=3 attacks per round. This can help make up for melee attacks which get
>to use SB for damage and create the bowman worth fearing. For crossbows use
>the same formaula but for the bonuses use the required characteristcs in
>the weapon (crossbow=(SB+DB+EL)/(12+reload seconds from table)).

I'll have to think of that a bit more.  But looks a good way of doing
things ...just have to sit and think about it...

>
>>>One more thing. I don't enjoy the race modifiers. I think they are limited
>>>and don't create the right diffence between the four main character races.
>>>I use an advanced system that allows the DM to create a character out of
>>>any creature in the creature list(though I don't allow the use all of
>them.
>>>What this does for me is really creates a beautiful racial difference.
>>>Perhaps any ideas would be helpful in making my system better. I'm not
>>>going to reveal the information here, but if you e-mail me perhaps I will
>>>explain it.
>
>Advanced Racial Bonuses is one of my favorite developments and so far I've
>really enjoyed using it in our campaigns. The creature book three is used
>as the guide in doing this. I got the idea from the Goblin King and Elite
>Guard double modifiers they get. I used this idea that characters are
>special and get increases vs. the average race characteristics because they
>are of noble blood or they are chosen by a greater power to do greater
>things than an average person. I used the creature characteristics of the
>four main character races,(Humans,Dwarves,Elves,Faerries)subtract 10 from
>their physical characteristics and use the result as the bonuses for str,
>sta, dex, agil. Leave the mental, const, and app the same as the origanal
>table. So a male human str = +4, Elf = -2, Faerry -6, Dwarf +2 and so on
>for all characteristics. This makes huge differences in stats that a race
>can get and creates benefits in their chosen weapons. Thus an elf would
>want a lighter weapon so as to get the better weapon EL and a Dwarf would
>stick to the heavy weapons and so on.
>This really creates some interesting racial differences with the
>players...they really play like thier race would and makes role playing
>that much funner. You can do the numbers if you choose.

I guess it would make things interesting for sure.

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