Showing posts with label learning stuff from weapons. Show all posts
Showing posts with label learning stuff from weapons. Show all posts

Monday, 28 January 2019

Weapon Proficiencies

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Weapon Proficiencies:

A weird lumpy limb that wiggled forth somewhere in d&ds many lives.
Often disdained, but generally forgotte.

 And not something I've seen anyone try to  "OSRify" . 


BUT TODAY

I will do something with its wretchedness. 

If you have spend anytime reading homebrew content you will have encountered numerous house rules for making weapons more complicated and differentiated . 
So that it matters that a spear is long and an axe chops and a warhammer is really good for punching holes in plate etc.

The other thing you might read is rules for people doing tactical stuff in combat like "full dodges", "suppressing fire"  , "shield bashes" etc

The trouble is these are often over looked, forgotten or neglected by players.

Which is BAD if you are perpetual tinkerer dm who wants to try out all these little mechanic options.

And you don't (and shouldn't ) want to have constantly remind the players about them.

However there is going to be some players that do care about it, and chances are they are playing a Fighter.

So making use of all this underused potential is give Fighters a form of Weapon Proficiencies.

Except I'm calling them Training Regimes , (Regime  for short) 

The Dempsey Roll might be known to a boxer , but unless they have trained , sparred , and keep themselves in condition they will be unable to apply it to its best potential. 





A regime means the fighter has studied and regular trains in the use of particular weapon, weapon technique, marshal strategy, special move, new foot work , esoteric stance , etc


A Regime will allow a fighter to , for example, not just use a spear like everyone else, but use it with those weird reach rules you came up with.

 
They have one per level actively undertaken and practiced enough for it to be as second nature to them as drawing breath.

They can know far more than this, but they limited on how many they have available in their muscle memory and reflexes.

More regimes can be learned from studying books, sifus, weapon masters , secret schools and sometimes their own experiments. It will take anywhere from a week to a month to learn one.

They can swap a regime over, but it requires a week to get up to speed again with the techniques involved.


Examples of Fighter Training Regimes:

Desperate Defense : The "shields will be splintered" rule

 The Long Stance : Always resolve your attacks first when you have longer weapon

Opportunity Knocks: Free attack with a shield bash if your opponent misses twice in a row

Cloud Step : If fighter does nothing but move and avoid attacks their base armour class is their dexterity instead of 10.

Le jeu de la hache : while using an axe 2-handed or axe type pole weapon , if this fighter reduces an opponent to zero or lower hitpoints , they can make immediate additional attack against someone/thing in reach . The benefits of this regime can only be used once in a round



Notes
This assumes any class can use any weapon or classes have a set list of weapons available to use. It's not another thing to spend proficiency on , but I guess it could??

Its also very similar to feats; however they can be swapped in and out in downtime and shouldn't stack or provide passive bonuses like feats. Some feats could be repurposed to this system though.


All Regimes don't have to be in equal in power, and some could even be better versions of more common ones.

 The time and resources it takes to learn a new regime is going to vary on how rare and/or powerful it is as well.

Let how much you make wizard players sweat to learn new spells be your guide for how expensive or difficult it is to learn a new regime.
 




Thursday, 29 August 2013

Fighteringismness

Print Friendly Version of this pagePrint Get a PDF version of this webpagePDF Scrap Book ideas about Fighters I can't satisfying congeal into something so posting here for others to chew on.

SO if you are playing a rpg with a range of fighting techniques , schticks , feats , etc an idea more or less ripped from Final Fantasy Tactics Advance is that you learn from using a certain weapon for a length of time. Like you want to learn "flurry", use a dagger for a bit. "Overwatch?" use a spear. I would recommend having every absurd variation of weapon having a technique from it. So fighters would be changing from tulwars to falchions to naval sabres and chasing after obscure outlandish weaponary.

You would need a nice list of abilities to assign to the weapons, unless you would be happy having all a fighters mechanic bonuses be earned from this. Which sounds wack to me.

Like NeoClassicalGeekRivival, 3rd edition , 4th edition  , pathfinder, style power lists. Shit you could just use spells as your guide line. Might be too final fantasy for tastes though.
I mean this whole thing makes little sense. Its just an idea to make fighters be constantly using different weapons.

I'm not a fan of feats/schticks/powers that give a straight bonus to something or that would be hard to distinguish from general class advancement. Like I think a good rule of thumb with feats/schticks/attitude tacos is that could you easily deduce which of these  a character would have in a novel from their description of them in action?

How much time would it take learn something from each weapon?

Well saying every X amount of exp earned with a weapon would be an idea but as the exp table goes crazy as it goes up this would be hard to work. Unless you did it as percentage of exp earned which is fiddly or had a fixed exp per level system.

So this is where I got stuck, I couldn't think of way of tracking the advancement I liked or a list of combat abilities that I felt were up to scratch. I was tinkering around with on for a while, before I realized that I had no current need for them. I might post it up some time, it's mostly stolen and modded from else where

 Which is totally that scenario  where you start making the perfect ruleset for you to play in and you realize you will have to be the d.m and your players are happy with other things anyway so who are you making it for anyway?

 Also my tastes is broadening and changing.
I'm enjoying playing "I barely survive with my meager talents" characters far more than I thought I would.
That's not to stay I don't love Big Red Button characters.
Which is where you have this one thing that you know is going to fuck shit up when activated. I love that.


The other thing I was tinker around with is having fighters being able to choose a fighting style and this determines what stat you use the modifier from to hit with. I then thought it would be cool to have a damage advantage thing for each style but
the conditions for when you get a damage reroll that I have written are too vague.
 There were additionally powers for levels 10 but they were kinda wack so have only included the level 5 power as curiosity
I will come back to this I think.  I really like fighters being able to use stats other than strength to hit with , even / especially when it doesn't always make a lot of sense.

FIGHTING STYLES:
(most effective means you get to roll any damage you do twice and take the best roll). Should come up at least a 3rd of the  time unless the player takes special pains to make it so.

Audacious : when your attack is sudden, and seizing a momentary advantage you are at your most effective. Use your intelligence modifier to hit. At level 5 you may reroll you initiative once a combat per intelligence modifier

Grace: When you have room to move and control the flow of the battle you are at your most effective. Use your dexterity modifer to hit. At level 5 add your dexterity modifer to your move.

Patient: When you have exercised caution , and sized up your opponent first, you are at your most effective. Use your constitution modifier to hit. At level 5 you may ignore any fumbles (just count as miss) a number of times in a combat = constitution


Insightful: When knowledge of your foe guides your blow you are at your most effective. Use your wisdom modifier to hit. At level 5 every time you miss you get +1 to hit on the next attack against that opponent. If you keep missing it stacks up to a maximum of your wisdom modifier.

Brutal: When you give no quarter, and relentlessly press your foe, grim , and inexorable you are at your most effective.
Use your strength modifer to hit. At level 5 increase the die damage size of any weapon you use by one.

Bamboozle: When you confuse, bluff, intimidate , fluster and hustle you foe, using wit over crude strength, this is when you are at your most effective. Use your charisma modifier to hit. At level 5 any intelligent foe that understands you language and fails a savvy check against you has their fumble chance increased by your charisma modifier.



Also that diet stunt die mechanic I posted about could be grafted to this stat based fighting style

SO Brutal means you can add that die to damage and to hit
Audacious means you can add it to initiative (and/or or stat checks for stunts??) and to hit
Grace means you can add it to armour class  (and/or movement rate??) and to hit
Patient means you can reduce one attacks damage and to hit
Insightful means you can add it to hit and use it to bypass damage reduction
Bamboozle: means you add it to hit and the fumble range of one attack of an opponent.


AND THAT WAS THE STORY OF THE LOOSE ENDS.

ALso this blog is riding with Tiamat now, vaguely as reference to this comic but more a reference to Tiamat:
http://the-toast.net/2013/08/05/a-cartoon-about-sports/

Because  I think that comic illustrates stuff about game design and people blithely not understanding why other people play games.