Something I poke at on occasion is oversized (“dire”, “grand”, etc) weapons.
Because yes, sometimes I just want to play Cloud for a while, and I’m not even sorry.
So how to go about it with most of the games I’ve been poking at lately? (Exalted, of course, has this answer baked in already, so it can doodle in the corner over there for a while.) What needs to be covered to fit a sword that’s more like a sharpened steel ironing board into a game?
The way I see it, you need:
– the ironing-board-sized sword (or whatever)
– how its going to be wielded
– what it’s going to do
– what other results/effects
Now, the last thing I want is anything complicated, and while I could just try to bolt on Exalted’s reasoning, it’s fairly intrinsic to Exalts-as-existing-in-universe so that could get a little weird just about anywhere else. (but hold that thought for another time. lol.) I want something fairly simple, so I can apply it to OSE or Black Hack or Wandering Jewel Moons or whatever; sort of like my scratch rules for adding mecha.
So, I think I’ll tinker around with the following.
– A “grand” weapon adds a die of the appropriate type to its damage. Big chopper based on a standard sword in OSE? 2d8. This does still have a low end, but even slabs of metal can just graze.
– You cannot deal subdual damage with a “grand” weapon. (come on, now.)
So how to introduce these? Maybe
– If your system has any kind of class or other abilities, make “Grand Weapon Wielder” an optional choice. Replace one of the Warrior abilities in TBH; make it a selectable Trait in Wandering Jewel Moons; add it to the list of OSE Fighter combat options from Carrion Crawler #1 or let it replace a feature from the Cavalier or Paladin. You get the idea.
But what if your Fighter is a basic Fighter type, with no extras? Or if you don’t want someone to pay for the ability mechanically in quite that way?
– Then I suppose you can say a Strength/Body/whatever minimum is needed; say 17-18 on the usual 3d6 possibility. Maybe 16-18 or even 15, you want PCs to be able to do this or why put it in there as an option?
Yes, it’s a lot of damage. Yes, that’s the entire point.
What these behemoths will do, though, even if their wielder knows what they’re doing, is get in the way the rest of the time. Even if you can and know how to carry the thing, that slab is big, awkward, and intractible.
Which means they eat up encumbrance like a mofo.
Play a game with equipment/encumbrance slots? A Grand weapon eats at least two. Probably three. Definitely twice a normal weapon of its type, for sure.
Track encumbrance by weight? The thing weighs a shitton. This will vary by actual weapon of course, but come on now, the Buster Sword is surely easily comparable to a pile of armour in weight at the very least.
And if you want to be devilish, say if Grand weapons are enchanted (if they are enchanted at all) they have a high chance of being sentient if not sapient. And willful. Lol.
Because yes, sometimes I just want to play Cloud for a while, and I’m not even sorry.
So how to go about it with most of the games I’ve been poking at lately? (Exalted, of course, has this answer baked in already, so it can doodle in the corner over there for a while.) What needs to be covered to fit a sword that’s more like a sharpened steel ironing board into a game?
The way I see it, you need:
– the ironing-board-sized sword (or whatever)
– how its going to be wielded
– what it’s going to do
– what other results/effects
Now, the last thing I want is anything complicated, and while I could just try to bolt on Exalted’s reasoning, it’s fairly intrinsic to Exalts-as-existing-in-universe so that could get a little weird just about anywhere else. (but hold that thought for another time. lol.) I want something fairly simple, so I can apply it to OSE or Black Hack or Wandering Jewel Moons or whatever; sort of like my scratch rules for adding mecha.
So, I think I’ll tinker around with the following.
– A “grand” weapon adds a die of the appropriate type to its damage. Big chopper based on a standard sword in OSE? 2d8. This does still have a low end, but even slabs of metal can just graze.
– You cannot deal subdual damage with a “grand” weapon. (come on, now.)
So how to introduce these? Maybe
– If your system has any kind of class or other abilities, make “Grand Weapon Wielder” an optional choice. Replace one of the Warrior abilities in TBH; make it a selectable Trait in Wandering Jewel Moons; add it to the list of OSE Fighter combat options from Carrion Crawler #1 or let it replace a feature from the Cavalier or Paladin. You get the idea.
But what if your Fighter is a basic Fighter type, with no extras? Or if you don’t want someone to pay for the ability mechanically in quite that way?
– Then I suppose you can say a Strength/Body/whatever minimum is needed; say 17-18 on the usual 3d6 possibility. Maybe 16-18 or even 15, you want PCs to be able to do this or why put it in there as an option?
Yes, it’s a lot of damage. Yes, that’s the entire point.
What these behemoths will do, though, even if their wielder knows what they’re doing, is get in the way the rest of the time. Even if you can and know how to carry the thing, that slab is big, awkward, and intractible.
Which means they eat up encumbrance like a mofo.
Play a game with equipment/encumbrance slots? A Grand weapon eats at least two. Probably three. Definitely twice a normal weapon of its type, for sure.
Track encumbrance by weight? The thing weighs a shitton. This will vary by actual weapon of course, but come on now, the Buster Sword is surely easily comparable to a pile of armour in weight at the very least.
And if you want to be devilish, say if Grand weapons are enchanted (if they are enchanted at all) they have a high chance of being sentient if not sapient. And willful. Lol.
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