Weapon Reach


Homebrew and House Rules


So I got this idea while I was dinking around with roll20 for the first time, discovering what all I could mess with, when I discovered Token auras. I started thinking of creative ways to use these. What if we used auras to show a weapon's effective reach?

Here's what I came up with:
Each weapon has an effective length and a dead-zone that is typically 25% of the weapon's reach (will probably change the specifics of the dead-zone later). Any creature standing within the effective range of another creature is threatened. Any creature standing in the dead-zone of another creature cannot be attacked for the weapon's full damage bonus, instead receiving damage as if the attacker were unarmed.

For example: Helen has an 8 foot long spear, dead zone 2 feet. The goblin thug has a 3 foot long axe, dead zone < 1 foot. Helen's rad spear can pierce the Goblin from quite far, but if the Goblin advances right up to her, but still remains far enough so that she is not within his dead zone, she has to retreat to be able to effectively damage him again. Certain combat maneuvers, such as brace, can prevent an enemy from advancing into your dead zone, or even repel them from it, as with bull rush.

This mechanic gives players who use smaller weapons, like daggers an entirely new tactic to try against foes wielding larger weapons- and even gives players a reason to pick up different weapons. In current rules, there is zero advantage to dual wielding daggers as opposed to dual wielding a sword-dagger combo, but in this idea dual daggers is viable and logical to use to take full advantage of an enemy's dead zone.

Thoughts?


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Decent idea, but too much detail. The game doesn't really do stuff in less than 5' increments at the tactical scale.

I'd abstract it, giving each weapon a Length Category (Small, Medium, Large, with actual reach weapons being exempt, they have their own rules).

When someone with a smaller weapon attacks someone with a larger weapon, they take a penalty to represent that length advantage, -2 per category (S vs L is a -4, for example). Until the shorter weapon-user scores a hit, he's being held off.

Once the shorter weapon user scores a hit, though, he's gotten inside the other guy's reach, and the penalty is reversed; now the larger weapon user takes the penalty, until he scores a hit OR moves to become non-adjacent to the short-weapon user.


That's probably the best way I've heard to go about it with a grid system. I neglected to mention, though, that I'm referring specifically to a gridless system. My bad!

With a gridless system, unconventional measurements like these are much more viable, giving you more variation.

But I will definitely try your approach if my group decides to go grid.


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I really like that idea, especially as one who favors a dex brawler class and has no great way of showing how nimble he is vs a big lug with a club. I think I might suggest this in my next game!

It even adds the possibility for more weapon upgrades, such as advanced hilts allowing close grip, pommel spikes or even repelling tactics.

I have a brainy type group in meatspace that might enjoy playtesting this...

One thought though, The creature's size category should be added in to his weapon's. (Medium being 0, small -1, tiny -2, large +1, etc...)


At that point, the regular reach rules kick in.


Tikkle wrote:

I really like that idea, especially as one who favors a dex brawler class and has no great way of showing how nimble he is vs a big lug with a club. I think I might suggest this in my next game!

It even adds the possibility for more weapon upgrades, such as advanced hilts allowing close grip, pommel spikes or even repelling tactics.

I have a brainy type group in meatspace that might enjoy playtesting this...

One thought though, The creature's size category should be added in to his weapon's. (Medium being 0, small -1, tiny -2, large +1, etc...)

So glad you mentioned that. Had some ideas for reach and size categories. You have to factor in what reach for a fist fight between different size categories would look like as well. So a medium character has an inherent reach of 3 feet. Each size category above or below medium adds or subtracts 2 feet respectively. This inherent range does augment their weapon 's reach, but their dead zone also grows proportionately.

I was also thinking of adding two new size categories that players could choose to give characters more variation, Big and Little, which fall between Small and Medium, and Medium and Large. They half the bonuses and penalties for Small and Large categories, including range bonuses, and are obviously race exclusive. Humans and Half-Elves can be Little-Big, Elves and Dwarves can be Little-Medium, Half-Orcs can be Medium-Big, and Halflings and Gnomes can be Small-Little.

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