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Breaking Weapons in Combat

 
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Shane Devries
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Joined: 01 Nov 2008
Posts: 545


Location: Brisbane, Australia

PostPosted: Mon Mar 17, 2014 8:33 am    Post subject: Breaking Weapons in Combat  Reply with quote

In C&S there os no provision for breaking weapons in combat etc...So I decided to add one.

We use the D20 version of the PCF table and for combat throws as well. So when a player rolls a "1" on a D20 he does a critical hit as usual but also has a chance to break his weapon. To compensate he does not roll the extra Critical hit damage for it is automatically considered to be "maximum" damage. x6WDF

The chance to break the weapon is roughly as follows:

Base chance is 5%xAC of area struck by weapon.
+5% per STR bonus of character.
-10% per Magical Increment of Weapon
-10% if Dwarven made
-5% if Elven made
-10% if Ulfberht made
-10% is Damascus Steel made

Minimum 1% chance to break the weapon.

This simple system allows me as GM to break weapons of players but also of their enemies which adds to the excitment of the game and creates times when a player breaks his favourite magical weapon and must seek an armourer to get it re-forged for significant cost Razz
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Don Holt



Joined: 12 May 2009
Posts: 148


Location: NC, USA

PostPosted: Wed Mar 19, 2014 12:55 am    Post subject: Great Minds Reply with quote

I've done a similar thing in SwordPlay!. Weapons and armor are given a strength based on the relative cost of the item (Magical, Durham Made, Superior, Regular, Cheap). If an impact exceeds a weapon's strength, it will break. Impacts occur when a player targets the other players weapon (often when they do not have the reach to get to the opponent) or when weapon parries are successful because of the weapon parry modifier to the To Hit roll.

Strengths (or costs) of items are not a fixed number, but are calculated as some minimum value plus a die roll, say like 330 + 10D5 (yes the computer rolls five sided dice for me.) The armoury web application does this for me. The players get to know the costs and the relative strengths, but not the exact strength.

Players can rummage through a group of weapons and I'll tell them things like "hey this weapon looks pretty good for the price, it just needs to be cleaned up", and of course some characters are better at making these determination than others. (And I guess the unsaid implication is that some characters will be dead wrong about their choice, but believe otherwise. Hopefully they'll try it first before they really need it.)
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Shane Devries
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Joined: 01 Nov 2008
Posts: 545


Location: Brisbane, Australia

PostPosted: Fri Mar 28, 2014 4:16 pm    Post subject: Reply with quote

Awesome Don,

I hope others will jump on and add some of their own house rules on this subject.


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