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rules:arrow-threat [2017-06-27 07:47] – sandra | rules:arrow-threat [2018-06-29 06:44] – [The rule:] sandra | ||
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- | ====== | + | ====== Arrow threat ====== |
Here's a house rule I designed for all weapons with ammo. I'm going to talk about " | Here's a house rule I designed for all weapons with ammo. I'm going to talk about " | ||
- | ===== The rule: ===== | + | ===== The rule ===== |
- | | + | ==== Ammo version (arrows, sling stones, bolts) ==== |
+ | |||
+ | | ||
* When their HP is reduced to zero by your attack | * When their HP is reduced to zero by your attack | ||
- | | + | |
- | * 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 " | + | * As an example of " |
+ | |||
+ | ==== 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 | + | In a tight spot, you can put up the heat on the pressure boiler, roll your attack vs their AC. Their HP loss represents |
==== 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 | + | 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'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. |