Jul 29 2007, 02:43 AM
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Immortal Elf ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Validating Posts: 7,999 Joined: 26-February 02 Member No.: 1,890 |
I've slowly been absorbing all the new 4th Edition rules over the last few weeks and am compiling a (surprisingly small) list of house rules that I intend to use when I start GMing again. That said, there's one in particular I'd like to hear opinions on from everyone else, particularly if it'll affect anything more than what I've already looked into.
The house rule basially works as follows:
All melee weapons with a variable Damage Value has "Str/2" replaced with "5" and AP increased by +2. Thus your average unarmed attack will do 5(S) damage with a +2 AP modifier, a combat axe will do 9(P) damage with a +1 AP modifier, and a monofilament whip will do 8(P) damage with a -2 AP modifier. Divide Strength by one-third and round down. This is then applied as a negative value to the AP rating of a melee weapon, improving the penetrating power and thus increasing damage indirectly. Thus a Human with Strength 4 will add a -1 AP modifier to their melee weapon while a Troll with Strength 14 will add a -4 modifier. Personal Note: Consider changing the Strength-to-AP modifier from 1/3 to 1/2 and increasing the base AP modifier to +3 instead. I'm hoping this change will improve things quite a bit all around, making melee combat a little more balanced while still giving strong characters a significant advantage. All that said, does anyone see anything problematic with this house rule? Maybe other rules I've missed or applications that won't make very much sense? Thanks in advance. |
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Doctor Funkenstein House Rule: Melee Damage Stats Jul 29 2007, 02:43 AM
Fortune On first glance I don't really see any problem... Jul 29 2007, 02:57 AM
Dancer Seems to make Strength almost irrelevant in how mu... Jul 29 2007, 03:00 AM
Fortune QUOTE (Dancer) Seems to make Strength almost irrel... Jul 29 2007, 03:04 AM
Fortune You would probably need to add in a fixed bonus fo... Jul 29 2007, 03:06 AM
Dancer QUOTE (Fortune) Wouldn't it technically be no ... Jul 29 2007, 03:06 AM
Fortune QUOTE (Dancer) 3 extra AP, which on average means ... Jul 29 2007, 03:08 AM
Doctor Funkenstein QUOTE (Dancer) Seems to make Strength almost irrel... Jul 29 2007, 03:23 AM
Dancer QUOTE (Doctor Funkenstein) To be fair, the rather ... Jul 29 2007, 03:48 AM
Doctor Funkenstein QUOTE (Dancer) Weak? That's as strong as you c... Jul 29 2007, 04:09 AM
Dancer QUOTE (Doctor Funkenstein) What's wrong with t... Jul 29 2007, 04:17 AM
Doctor Funkenstein Ah, I played out a few scenarios with all three va... Jul 29 2007, 04:36 AM
Narmio Hmm, Dr Funk, I agree that something could be done... Jul 29 2007, 05:28 AM
Doctor Funkenstein Hmm? Armor just adds extra dice to the Damage Res... Jul 29 2007, 05:46 AM
Ddays The biggest problem I have with strength is that i... Jul 29 2007, 05:49 AM
Ravor Completely off the top of my head and I won't ... Jul 29 2007, 07:26 AM
Dancer Didn't previous editions also have high streng... Jul 29 2007, 07:28 AM
Doctor Funkenstein Sure did. It's another house rule I'm con... Jul 29 2007, 07:36 AM
Ravor Ok, if 1/1 hits is too powerful, what happens if y... Jul 29 2007, 07:39 AM
Doctor Funkenstein I'd have to cook up some examples, but I don... Jul 29 2007, 07:54 AM![]() ![]() |
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