Friday, June 1, 2012

Fighting Men




I don't really like the combat machine rule for S&W Whitebox.  It only works against 1 HD monsters. This means the DM has to say, "these are 1 HD monsters, you can use your combat machine ability".  I think it has certain roots going back to chainmail, but for my gaming purposes it doesn't fit.  It completely pulls you out of the RP experience, and forces the GM to tell the players they are fighting 1 HD creatures.  That is ok when it is goblins, but not when the creatures are some made up thing of mine.

I think I'm going to replace it with the following two house rules for fighters:

1. Weapon Specialization - fighters can pick a certain weapon type and specialize in it.  This gives them +1 to hit and damage with this weapon type.  The fighter can switch his specialization but it takes 1 year of training to do so.  The fighter can adventure during this year of training but must use the new weapon type during his adventures (at least along with other weapons) and during that time gets no advantages for weapons specialization for any type until the year of training is over.

2. Multiple Attacks - Experienced fighters can get two melee attack attempts, the second attack is with a variable die type - never a d20 :) - you can't critical with the second die type.

1-2nd level - only 1 attack
3rd level - second attack  [d12]
5th level - second attack  [d14]
7th level - second attack  [d16]
9th level - second attack  [d24]

I recommend rolling both the d20 and the funky attack die at the same time although the fighter may choose to split the attacks between two opponents.  I've also been dreaming up fighting styles that may be purchased by fighters as skills to allow for more offense and defense options in combat.

2 comments:

  1. That's a cracking picture you've found there. Where's it from?

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  2. Yeah, those guys are totally rad! I google imaged "Vikings" and that was one of the first to come up. Not sure where it came from.

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