New weapon focus house rules.


3.5/d20/OGL


Here are some house rules that my players like .
Pehaps it could enhance someones game...
perhaps it could create arguments enough to tear your group apart...

Weapon mastery. New rad rules

Sword
Focus. + 1 hit +1 damage + 1 speed factor or +2 to hit or + 2 to dam.
Gain skill parry- may use an attack to parry an attack if wins ini .
And beat attackers roll by 5.

Specialization: + 1 hit and dam or + 2 hit or dam.
Gain extra attack every third round at highest attack bonus.
Only has to beat opponents roll by 3 to parry

Mastery :+1 to AC when wielding sword. only has to beat opponents roll by 1 to parry , gets + 4 to confirm critical and + 1 d 20 on the % roll. .Qualifies to join a fencing school, to learn secret passes.
http://www.pandius.com/secrtpas.html
http://www.pandius.com/engarde.html

Crushing weapons,

Focus. + 1 hit +1 damage + 1 speed factor or +2 to hit or + 2 to dam.
Gain skill hard smash - may use an attack to do double damage against objects.
+1 to hit and damage vrs crushing vulnerable foes.

Specialization: + 1 hit and dam or + 2 hit or dam.
Gain extra attack every third round at highest attack bonus.
+2 to hit and damage vrs crushing vulnerable foes.

Mastery : gets + 4 to confirm critical and + 1 d 20 on the % roll. On a natch 20 foe must make a fort save dc 5 + characters level or be stunned for one round.
+3 to hit and damage vrs crushing vulnerable foes.
May use an attack to do triple damage against objects.

Axes and heavy chopping weapons.

Focus. + 1 hit +1 damage + 1 speed factor or +2 to hit or + 2 to dam.
Gain skill hard chop - may use an attack to do double damage against ropes, planks, wooden shields and other chopable things.
+1 to hit and damage vrs chopping vulnerable foes. ( treants, plant monsters, rope golems etc,

Specialization: + 1 hit and dam or + 2 hit or dam.
Gain extra attack every third round at highest attack bonus.
+2 to hit and damage vrs chopping vulnerable foes. ( treants, plant monsters, rope golems etc.
Mastery : gets + 4 to confirm critical and + 1 d 20 on the % roll. On a natch 20 foe must make a reflex save dc 5 + characters level or be knocked prone .
+3. to hit and damage vrs chopping vulnerable foes. ( treants, plant monsters, rope golems etc,
May use an attack to do triple damage against objects.

Spears and polearms.

Focus. + 1 hit +1 damage + 1 speed factor or +2 to hit or + 2 to dam.
Gain skill wicked poke- may use an attack to do double damage against large popable balloon like objects. Gain: At bay skill. Get a free AO vrs any one who trys to get past the reach unless they make a reflex save at DC 5 + your level.
+1 to hit and damage vrs popable foes.

Specialization: + 1 hit and dam or + 2 hit or dam.
Gain extra attack every third round at highest attack bonus.
+2 to hit and damage vrs popable foes.
Double damage when charging foes.

Mastery : gets + 4 to confirm critical and + 1 d 20 on the % roll.
+ 1 deflection ac, If there is room enough can keep moving to keep opponent at bay to force them to have to keep trying to get past your reach.

+3 to hit and damage vrs popable foes.
May use an attack to do triple damage against popable objects.


What's a speed factor?

The Exchange

and what exactly is a "popable foe". I don't usually fight balloons.

I don't like those house rules at all. They seem to be WAY overpowered and very vague in their usage. I could claim that almost any foe is "choppable", an arm is easier to chop than a tree. They just seem very arbitrary, hugely overpowered, and just not very well thought out.

Sorry, you wanted opinions, right?
FH


A speed factor is something that applies to initiative and how many times in a round you can attack in second edition.
I am afraid I must agree with Fake Healer about these rules, they are overpowered and a little bit bizarre.


Thank you for your insightful comments, I allow the monsters to get the same feats as the palyers so it sort of balances out.

Choppable is something that people usually chop with axes, like trees and wood golems, and as for popable mosters we have the Ascomid and the Gorbil.

I use a speed factor in my game too.

Keep the comments comming !
Cheers.


What about ranged weapons? Do you use different feats for bows/crossbows/slings/thrown weapons?

And could someone explain the speed factor thing? Never played anything but 3.5...

-Kurocyn


yeah, i miss speed factors as they really should and do make a difference; have been debating about putting this back into the game.


well, very basically; a dagger is a very quick easily movable weapon; a two handed sword much less so; so in the old game each of these weapons had a speed factor associated with them as well as bonuses or penalties for affecting various armor types. I have seen them used in various ways, but mostly most gms ignored them. They can really change your game or not as the gm chooses; say a dagger has a speed factor of 2 and a broad sword a speed factor 7; i dont remember the actual ones as I dont have my books on me. In my game; this number would be a penalty to your initative thereby; slower weapons were really slower by some degree. I have seen some people; and tried it myself, have you roll initative and then go entirely by weapon speed factor until you change opponents whereas you go back to your initiative; this means a dagger gets an attack every 2 segements and a broad sword every 7 so you get stabbed about 3 times with a dagger before you sword slashes back, but; back then; armor made all the difference. Everything was checks and balances and most warriors carried like 4 weapons.

in the current game; weapons are no more than a damage die roll and it really makes little difference what you use; in the old game; it could make a big deal or not depending on what rules the gm used and how they were applied. In todays game; armor is the same value against any weapon; but in the old game this was not true depending on how the gm applied the rule or not.


Valegrim wrote:
this means a dagger gets an attack every 2 segements and a broad sword every 7 so you get stabbed about 3 times with a dagger before you sword slashes back

I never liked this because, in reality, the guy with the dagger would be VERY hard-pressed to get close enough to use it in that example. I like that 3E attempted to simulate this with reach and attacks of opportunity; unfortunately, they caught the pike vs. sword difference, but not the sword vs. dagger one.


I like the idea of being able to assign Weapon Focus' bonuses to attack, damage or a combination of the two. The other stuff is a bit too arcane for my taste.

Other than that, I only have a general suggestion. Typing in shorthand, with choppy phrases and cramped text is a great way to turn readers off to your post. You're welcome to type your posts however is most comfortable to you, but in my experience, quickly written posts get fewer and shoddier replies.


I also use a speed factor in my game, which I try to make realistic. Unlike the 2nd ed speed factor.
The speed factor of a weapon is added to your initiative,

SPEED FACTOR
I use a number either added or subtracted to the initiative depending on how fast the weapon or action is. This is in addition to modifiers for dexterity.

Spell : minus the level of spell.
Magic weapon ( additional ) .: +1, +2 : +1. Magic weapon +3, +4 :+2
Ring +3 Rod +1 Scroll - same as spell. Wand +3 Stave +2
Misc +3 Potion - 3 and kicks in at the end of next round.
Innate spell ability +3 .
Breath weapon +1.
Weapon : Speed adjustment of the weapon.

As an example for weapons a dagger is + 1 while a rapier is + 5
Mace + 2 and various others...

I also roll for initiative every round....


Heres the weapon advancement for dagger as someone asked.

Dagger

Focus. + 1 hit +1 damage + 1 speed factor or +2 to hit or + 2 to dam.
Gain skill Pommel smack: may deal non lethal damage with the pommel at no attack penalty,
may throw daggers at attack rate with out having quick draw feat.
+1 to hit and damage vrs tiny size creatures.

Specialization: + 1 hit and dam or + 2 hit or dam.
Gain extra attack every third round at highest attack bonus.
+2 to hit and damage vrs tiny size creatures
Speed factor increased to + 5

Mastery : gets + 4 to confirm critical and + 1 d 20 on the % roll.
Speed factor increased to 7.
Can attack with full attack actions and all attacks and get a move action.
+3 to hit and damage vrs tiny foes.

Paizo Employee Director of Narrative

How long do your encounters take?


from 5 to 20 - 30 mintites and its ALL action.
But know this , I have crafthoned my skills over 22 years of DMing. Sometimes for over a month at a time.

Its all about speedy calculations and keeping the game moving with vivid descriptions.

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