Wednesday, 17 November 2010

Missile Weapon Damage

Following on from B/X Blackrazor's  class based damage I have adapted his table to my own liking. Not that I don't like JB's table - the table below is pure homage - but the deadly temptation in house rules is tweaking and then tweaking some more, until one can't stop tweaking. A wise master once said, "Once you start down the house rule path, forever will it dominate your destiny." 





CLASS
Thrown*
Sling
Short Bow
Long Bow
Light Crossbow
Heavy Crossbow


40/80/160
50/100/150
70/140/210
60/120/180
80/160/240
Magic-User
as melee
1D4
1D4
1D4
1D6
2D4
Dwarf
as melee
1D4
1D6
N/A
1D6
N/A
Halfling
as melee
1D6
1D6
N/A
1D6
N/A
All Others
as melee
1D4
1D6
1D6
1D6
2D4

NOTES
Weapon Range
Short +1 to hit / Medium 0 / Long -1 to hit
Thrown weapons do the same of damage as their melee counter-part, as determined by class (though only small weapons may usually be thrown).  Ranges and effects of special thrown weapons and items are in Equipment.
Bows, whether short or long, may be loaded, aimed, and fired once in a single round if the wielder is not in melee, using normal initiative.
Light crossbows, may be fired at normal initiative in the first round, provided they are pre-loaded, thereafter they always strike last.
Heavy crossbows, may be fired at normal initiative in the first round, provided they are pre-loaded, thereafter they may be loosed last only every other round unless the wielder has a Strength of 18, gauntlets of ogre power, or the like, in which case they behave as light crossbows.

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