House Rules: Weapons & Armour...

Nuvole!
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Re: House Rules: Weapons & Armour...

Post by Nuvole! » Sat Mar 24, 2018 3:37 am

TheoOfSilverton wrote:
Thu Mar 22, 2018 2:51 pm
1) Punching. Limited range, safer, basic.
2) Kicking. Feet. Some can leave you off balance or exposed, but you get better range.
3) Throwing. Ranging from tripping people up to hurling them around. Need close contact.
4) Restraining. Either standing or lying down, controlling an enemy by restricting their movement, may or may not include joint locks.
You could also mix up weapon attacks and kicks and punches, maybe using the mentioned guideline on "second guesses" (for example, I swing my sword sidewise and, if he parries me, I throw a kick...)
This would make fights more cinematic https://www.youtube.com/watch?v=Z3kBWP231hI
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Nuvole!
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Re: House Rules: Weapons & Armour...

Post by Nuvole! » Mon Mar 26, 2018 2:04 am

Then there are some rules for ranged attack that may be considered, such as what happens if a missile hits you and gets stuck into your body (for example an arrow, a bullet, or a javelin...) and when it could happen.
He's a real Nowhere man, sitting in his Nowhere land, making all his Nowhere plans for Nobody.

Ruffnut
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Re: House Rules: Weapons & Armour...

Post by Ruffnut » Mon Mar 26, 2018 10:53 am

Nuvole! wrote:
Mon Mar 26, 2018 2:04 am
Then there are some rules for ranged attack that may be considered, such as what happens if a missile hits you and gets stuck into your body (for example an arrow, a bullet, or a javelin...) and when it could happen.
That Sounds Painful!
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Nuvole!
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Re: House Rules: Weapons & Armour...

Post by Nuvole! » Tue Mar 27, 2018 3:19 am

If you look at pure damage charts, a pistol may not look like an exceedingly interesting option, but if you think that it makes sense that a pistol, when it hits, leaves a bullet inside your opponent, well... there should be something more than just a straightforward damage, there...
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