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Simple Weapon Mastery (House-rule)

by Anarion_Elendili

I like the idea behind the weapon mastery, that people can become more proficient in their chosen weapon, and that the Fighters get something extra to have at higher levels. But the rules as they are in RC are simply too fiddly for me.

So. Here is what I am thinking we will be doing instead.

Step 1: Everyone gets their class weapons at Basic straight off the bat. None of this unskilled business.

Step 2: Fighters & Dwarves get 1 slot every 3rd level (so 3/6/9... 12 slots altogether), Magic-Users get 1 slot every 6th level (so 6/12/18/... 6 slots altogether), and the rest get 1 slot every 4th level (so 4/8/12/... 9 slots altogether).

Step 3: Skilled is 1 slot, Expert 2 slots, Master 4 slots, and Grand Master 6 slots. This is so that it encourages some choice between a generalist and a specialist. A 36th level fighter can be a GM in two weapons, or a Master in 3, or an Expert in 6, or a combination.

Step 4: Each weapon belongs into Melee, Missile (and Thrown), or Shield.
-- Melee weapon bonuses from the higher levels are simply +1 to hit and +2 to damage for each level, so a GM has +4 to hit and +8 to damage.
-- For Missile and Thrown weapons, the bonuses are +1 to hit, +1 to damage and +25% to range, so a GM has +4 to hit and damage, and +100% range.
-- For Shield, each level gives an additional -1 to AC, so a GM with a Shield gets -5 to AC, although this only applies when the shield bonus applies (so not against attacks from the rear or from the non-shield flank, nor when surprised).

I think I will allow Thrown Weapons to be simply one skill, so if you are an Expert with Dagger, you'd fight in melee with +2 to hit and +4 to damage, but if you throw the dagger, your bonuses are +2 to hit and +2 to damage, with +50% increase in the range. You don't need to get separately Melee Dagger and Thrown Dagger.

MULTIPLE ATTACKS AND WEAPON MASTERY
I like the idea of allowing the multiple attacks from high-level Fighters without requiring that they'd hit with a roll of 2, since that makes it so niche case that it almost never applies, and when it does, it hardly matters since the opponent was so low-level threat anyway. However, I am thinking of putting those extra attacks behind weapon mastery, too. Like you'd need to have the Weapon at Expert to be able to attack twice per round, Master for three times, and Grand Master for four times. I am a bit iffy about this last one, since it is forcing the players to go for Grand Master, but on the other hand, even the two attacks per round is likely beyond the scope of my current campaign plans, or right towards the end. Another rule I am considering is that it would be more of a 'follow-up' attack, meaning that if you miss your first attack, then no more extra tries for you. That would kinda fit with the idea that it is more of a series of quick attacks against a relatively easy to hit opponent, and if you get knocked off your stride, then you don't get the follow-up attacks.