The Overly Complicated Weapons and Armor Module

Edit: This blog post will be updated multiple times to reflect changes due to feedback, so check back to see if things have changed!

Change Log: (changes based on feedback include the person that inspired the change) 

  • AP values on weapons messed with. (mikemonaco)
  • Flail ability added for nullifying shields. (mikemonaco)
  • Initiative is no longer rolled each round; rather, the modifiers change your initial initiative roll and thus can move you in the order, making it a little less fiddly. (daganev from the WotC forums)
  • Clarified some weapon attributes. (me)
  • Created a list of all of the playtest weapons to make changes more easily to all of them. Messed around with AP and Initiative modifiers. (me)
  • Changed how AC works completely. Now AC is a score made up of your Dex modifier, any Shield bonuses, and a base AC of 10. Armor provides DR only. AC can now be seen as purely defense/parrying/dodging. (mikemonaco/me/bawlie)
  • Completely removed initiative modifiers/weapon speeds. Way too fiddly in practice. Couldn’t find a way to make it work and fit seamlessly into the rules. The rest of the module should be complicated enough. (me)
  • Added Weapon Attributes Clumsy and Parrying, which effect AC negatively/positively. (me)
  • Shields changed; removed AR, they instead give an AC bonus based on your prof. Proficiency taken out of the AC equation. (bawlie)
  • Added a section for weapon and combat tactics to help spice up combat. Only one tactic added so far (pushing). Can you help me with some more? (me)

It’s certainly an exciting time to be a fan of Dungeons and Dragons. If you’re reading a blog about RPGs, then you are already probably aware of the various book announcements as well as the announcement of a free ‘Basic’ D&D PDF from Wizards of the Coast. The front page of Enworld is a good place to catch up. I could wax poetic about how good of a move this is, but I think the near universal approval is resounding enough.

Instead, today I wanted to work on a rules module for use with D&D Next, or Fifth Edition as it stands now. This is definitely the first ‘draft’, trying to catch a rough idea right now to polish off later when the game has been released.

This module focuses on weapons and armor, and seeks to, in plain terms, make them more complicated. Generally the direction of the game has been to make it  simpler, and this is a noble goal. I thought, however, that since Combat was really rather quick with this edition, it might not hurt to throw a few complications into it. The idea is to make weapons and armor have more mechanical crunch so that they feel like they have more weight in the narrative, if that makes sense. I think these could be made more three dimensional, making some weapons better in certain circumstances, as well as providing a useful reason for choosing a certain armor type over another.

Now, since this IS a rough draft you will not find balance here. I guarantee it. It’s something that needs playtested. If, in fact, you are currently running the playtest (or will be), please feel free to playtest this module as well. I would love some feedback to make the end module that much better. Of course, a lot will factor into how different weapons and armor look in the final product as opposed to the playtest documents I am using currently. I suspect there won’t be much change, however.

 

medieval-weapons-3

 

The Overly Complicated Weapons and Armor Module

The Very Rough Playtest Draft Version

 

Continue reading “The Overly Complicated Weapons and Armor Module”

Ghartha, the Tomb-World IV (and Collaboration!)

Firstly, apologies for my lateness on this post. I’ve had to transfer to a different work location as my old one has closed down, and I had to help close it, so time became very scarce in the last week or so. Hopefully my posts will become more frequent now that I’ve settled. We’ll see.

I divine one more post about Ghartha after this one, and I invite you to collaborate on this post with me! I’ll be listing some adventure locations, and if you’re inspired to write one in the comments I’ll add it to list!

I’m really excited about this setting and may use it as my main Dungeons and Dragons Next setting come August, or at least as one of them. After the last post of Ghartha, I’ll be working on an update of my Airship Rules, unifying them into a single post and simplifying the mechanics for better ease of use as well as offering more options for designs and stuff. Sound fun?

04400

Ghartha, The Tomb-World IV

Adventuring in the Tomb-World

Continue reading “Ghartha, the Tomb-World IV (and Collaboration!)”

The Greenwheel Carnival

I’ve decided to try something a little different this time. I thought it might be fun to try a collaborative effort with my fellow bloggers! Essentially what I will do is give a bit of information about something, in this instance The Greenwheel Carnival, and then ask you to come up with some fun encounters, settings, NPCs, stories, or any other thing you can think of that would involve the carnival. I will then add these to the post as they come in! Sound like fun? I really hope you come up with something! Serious or comedic, light or heavy, bring it on! If this works out well, then I might make it a regular thing, perhaps once a month or so. But first, the Carnival…

Woman_playing_lute

The Greenwheel Carnival: A Collaboration Prompt

Continue reading “The Greenwheel Carnival”