Do you go to the dungeon?

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rules:arrow-threat [2017-06-27 07:47] sandrarules:arrow-threat [2018-06-29 06:44] – [The rule:] sandra
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-====== 5e house rule: Arrow threat ======+====== Arrow threat ======
  
 Here's a house rule I designed for all weapons with ammo. I'm going to talk about "arrows" but it applies to throwing daggers, javelines, thrown axes, crossbow bolts etc too. Here's a house rule I designed for all weapons with ammo. I'm going to talk about "arrows" but it applies to throwing daggers, javelines, thrown axes, crossbow bolts etc too.
  
-===== The rule=====+===== The rule =====
  
-  * You only have to pay arrows when it's established that an arrow must have been released.+==== Ammo version (arrows, sling stones, bolts) ==== 
 + 
 +  * You only have to pay arrows when it's established that an arrow must have been released:
     * When their HP is reduced to zero by your attack     * When their HP is reduced to zero by your attack
-    * When the arrow is caught +      * When the arrow is caught 
-      * For example, when someone catches your arrow (monks can do this) +  * For example, when someone catches your arrow (monks can do this) 
-  * If you do pay extra arrows beyond that, that's how many you can recover after the fight.+ * If you do pay extra arrows beyond that, that's how many you can recover after the fight.
     * Not necessarily the same arrows, but the same amount     * Not necessarily the same arrows, but the same amount
-    * As an example of "extra" arrow usage, you might describe how an arrow gets stuck in the owlbear's thick hide.+    * As an example of "extra" arrow usage, you might shoot an arrow that gets stuck in the owlbear's thick hide
 + 
 +==== Thrown version (hand axes, javelins, daggers, darts) ==== 
 + 
 +  * You only have to release your weapon when it's established that the weapon must hane been released 
 +    * When their HP is reduced to zero by your attack 
 +      * When the weapon is caught 
 +      * For example, when someone catches your weapon (monks can do this) 
 +  * Then if you can get to your weapon (presumably by the body), you can recover it 
 +  * You can't throw more weapons than you have, unlike arrows where you can spam away.
  
 ===== What are some of the consequences of this rule? ===== ===== What are some of the consequences of this rule? =====
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 ==== You can increase the pressure in a threatening situation ==== ==== You can increase the pressure in a threatening situation ====
  
-In a tight spot, you can put up the heat on the pressure boiler, roll your attack vs their AC. Their HP loss represent them getting that much loser to losing the fight. They're squirming away from you and perhaps into the hands of your ally.+In a tight spot, you can put up the heat on the pressure boiler, roll your attack vs their AC. Their HP loss represents them getting that much loser to losing the fight. They're squirming away from you and perhaps into the hands of your ally.
  
 ==== You can, with bow in hand, maneuver to a more steady position ==== ==== You can, with bow in hand, maneuver to a more steady position ====
  
-Over the rocks and strewn bodies you steady yourself, twirling around between enemies, and try to get to a place where you can make a good shot. Roll your attack vs their AC. Their HP loss represent you gaining momentum.+Over the rocks and strewn bodies you steady yourself, twirling around between enemies, and try to get to a place where you can make a good shot. Roll your attack vs their AC. Their HP loss represents you gaining momentum.
  
 ==== You'll look less goofy ==== ==== You'll look less goofy ====
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 ==== HP becomes more consistent ==== ==== HP becomes more consistent ====
  
-HP is the clock of destiny! My heart is like a ticking clock, berserker! HP isn't any //one// thing. It's any and all things that keep you in the fight. Injuries, we have the Lingering Injuries table. Death, we have death saves & exhaustion. So HP are not those. HP isn't just stress, hope, fatigue, scratches, position, footing, fate, destiny, favor of the gods, bravery, luck --- it's any and all things. Any one of those things can put you closer to 0.+HP is the clock of destiny! HP isn't any //one// thing. It's any and all things that keep you in the fight. Injuries, we have the Lingering Injuries table. Death, we have death saves & exhaustion. So HP are not those. HP isn't just stress, hope, fatigue, scratches, position, footing, fate, destiny, favor of the gods, bravery, luck --- it's any and all things. Any one of those things can put you closer to 0.
  
 This has worked well for sword fighters. This has worked well for sword fighters.