Weapon/Armor House Rules

The unique One Ring rules set invites tinkering and secondary creation. Whilst The One Ring works brilliantly as written, we provide this forum for those who want to make their own home-brewed versions of the rules. Note that none of these should be taken as 'official'.
Deadmanwalking
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Re: Weapon/Armor House Rules

Post by Deadmanwalking » Fri Feb 27, 2015 2:55 am

Bocephas wrote:I don't see Redoutable needing modification in regard to Fatigue rating (lowering it by favored heart). My armor adjustments only lower Enc of armor by 1 point per D6 of armor and 2 points for a helm. With 5D6 armor and helm, that's only 7 points less than the RAW. The sample dwarf in rulebook would go from End 31/Fatigue 20 to End 31/Fatigue 14. That makes the fatigue level at about half his End for the strongest weariness resistant culture in the game. I don't think that's a bad thing.
Neither do I per se, but the point of Redoutable is to make armor more wearable, IMO. Dropping the extra Travel Fatigue seems an essential part of that if using such a thing. I might be inclined to go with only dropping Encumbrance by normal Heart but dropping Travel Fatigue by 1-2.
Bocephas wrote:But while we are at it, what are your thoughts on using a house rule (I can't recall where I saw it) subtracting Body from total Enc. If that rule were used, perhaps it would be best to leave the armor Enc values as they are in the RAW. The sample dwarf, with Body 6, would be in the same boat, with End 31/Fatigue 14. My problem is that the armor Enc values just look off to me when compared to the Enc values of weapons and shields. I don't like the way the numbers look on the page to begin with, and the Body fix won't change that. But I would prefer to just go with the most logical fix.
Seems like a valid idea. There's the potential issue of making characters more powerful, but if you're cool with that...
Bocephas wrote:Back to Redoubtable, I am not sure the best way to incorporate it into reducing the extra load armor adds to travel gear (1, 2, or 3 points depending on level of mail). Maybe the simplest thing is to just say Redoubtable cancels 1 point of armor's travel load (3D armor = 0, 4D armor = 1, 5D armor = 2).
That'd be my inclination. In addition to dropping Encumbrance by some amount.
Bocephas wrote:As for shields, I wanted to give them a little more bang for the buck. I feel shields have played such a key role in combat historically that their use should be the default, not a choice among equal options. If the extra +1 to parry makes using a shield a little better than using a 2H weapon, I think that's okay. Weapon and shield combos should be what you see people using most of the time, in my opinion. Also, by bumping bucklers up to +2, it leaves a +1 category open for those people wanting to dual wield with a dagger or short sword in their off-hand (without turning dual wielding into something over the top). My thought was letting dual wielders chose between +1 to parry or +1 to attack rolls (another idea I've seen floating around somewhere). This still keeps the buckler superior defensively.
Well, going by my group at least, that's already the case. And Glorelendil's combat calculator tends to agree that in most fights, and for most foes, shields are better than two handed weapons.

Shields are really good already, making them better doesn't seem necessary.
Bocephas wrote:Back to swords, I can see your point given the current game mechanic of weapons being given out freely to heroes, so long as they possess the skill. In that respect, and in skill points, they do "cost the same". I do not like the idea of increasing xp cost or requiring a reward.
Neither do I, really, I was just making a point.
Bocephas wrote:But, there has to be some way to distinguish between a very expensive weapon (sword) and a very inexpensive one (spear). At some point, economics has to play a role in creating a logically consistent game world. If swords and spears are basically the same, then nobody would be taking the time to make swords.
Well, as to that, PC weapons and NPC weapons aren't always statted identically. If it makes you feel better, assume that the spear and axe stats used by PCs are 'masterwork' or at least 'finely made' versions of the weapons that actually do cost as much as swords, with the cheaper versions having worse stats...with there being no cheaper version of swords.

If you want 'cheap version' stats, I'd drop damage by 1 and maybe Injury a bit.
Bocephas wrote:I don't see a +1 to attack rolls being a huge advantage, given that you're rolling a Feat die and multiple D6s to hit. I don't see it being enough to change character concepts, but that's me.
If they're otherwise statistically equivalent? Yeah, that's a huge advantage. Missing by 1 is probably more common than missing by any other number due to the way the system works.
Bocephas wrote:Another idea is to treat the difference as more of a "status symbol" kind of thing. Perhaps carrying a sword or long sword could grant a +1 bonus to Awe checks (helping with Intimidate Foe tasks). I would still prefer to have some kind of full time (but small) combat advantage.
Eh, like I said, small bonuses make quite a difference in this system, so I'm a bit leery of them applied to a specific weapon type.

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Majestic
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Re: Weapon/Armor House Rules

Post by Majestic » Fri Feb 27, 2015 4:52 pm

Deadmanwalking wrote:If they're otherwise statistically equivalent? Yeah, that's a huge advantage. Missing by 1 is probably more common than missing by any other number due to the way the system works.
Deadmanwalking wrote:Eh, like I said, small bonuses make quite a difference in this system, so I'm a bit leery of them applied to a specific weapon type.
I know it's been said before, but I'll say this again, Bocephas. Making all of these changes before experiencing the game with the RAW will end up taking you down some wrong paths, I believe. You clearly like to tinker with rules, as do many of us that have run RPGs for decades. I've done some game design before, and I understand how fun it can be. Just be advised that this game is like a finely crafted blade that's been honed to perfection. Adjusting one thing here and a tiny thing there might throw things out of balance far more than you ever intended. As Deadmanwalking said, small changes have a big impact. I think you'd end up coming up with a more balanced view after you've experimented with the system as it was intended first. Just a thought...
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Bocephas
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Re: Weapon/Armor House Rules

Post by Bocephas » Fri Feb 27, 2015 8:24 pm

Thank you for your comment. You are not the first person who has suggested that I just "play" the game as is. I am sure the game "plays" fine. It is not my intention to suggest that the game is flawed. It's just that there are some issues with the rules that I (personally) find hard to swallow. Others may not care. But those issues would be there (for me), regardless of how well the game played (such as elves and hobbits using same bow, for example).

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Terisonen
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Re: Weapon/Armor House Rules

Post by Terisonen » Wed Mar 04, 2015 3:05 pm

Nobody seems to think about Mace as a weapon, strange because it is a very common weapon. Not very Middle Earth...
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Deadmanwalking
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Re: Weapon/Armor House Rules

Post by Deadmanwalking » Wed Mar 04, 2015 3:24 pm

Terisonen wrote:Nobody seems to think about Mace as a weapon, strange because it is a very common weapon. Not very Middle Earth...
Some people certainly think about it. There's a whole thread or three if you search.

Plus, I've come up with stats for various bludgeons myself. Just haven't posted them yet. Along with the rest of my House Rules...maybe I should start a thread...

Glorelendil
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Re: Weapon/Armor House Rules

Post by Glorelendil » Wed Mar 04, 2015 4:53 pm

Hammers feel more middle-earthy to me than maces do. But a comment in the rules could say the "hammer" category covers a wide range of bludgeoning weapon, so that players who really want a mace (or flail or whatever) can make it so.

I mean, they could anyway, but I for one like it when my fluff is official.
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Otaku-sempai
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Re: Weapon/Armor House Rules

Post by Otaku-sempai » Thu Mar 05, 2015 1:08 am

Optional Rule for Dwarves and Long Swords: Dwarves are able to use long swords but, due to the length of such blades, they may only wield them as two-handed weeapons. Hobbits remain unable to use Long Swords.
"Far, far below the deepest delvings of the Dwarves, the world is gnawed by nameless things. Even Sauron knows them not. They are older than he."

Glorelendil
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Re: Weapon/Armor House Rules

Post by Glorelendil » Thu Mar 05, 2015 3:09 am

Otaku-sempai wrote:Optional Rule for Dwarves and Long Swords: Dwarves are able to use long swords but, due to the length of such blades, they may only wield them as two-handed weeapons. Hobbits remain unable to use Long Swords.
Hmmm.

1) From a bodily-kinesthetics point of view, I would actually think that dwarves would be even more suited to wielding a heavy blade one handed, but I am assuming they have body mass and strength similar to men, and just have shorter limbs. If they are in fact lighter/weaker it might be different.

2) Is there a game balance issue that needs to be addressed?

3) I've yet to encounter a Dwarf with a longsword. Or even a sword.
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Re: Weapon/Armor House Rules

Post by Otaku-sempai » Thu Mar 05, 2015 12:50 pm

Glorelendil wrote:1) From a bodily-kinesthetics point of view, I would actually think that dwarves would be even more suited to wielding a heavy blade one handed, but I am assuming they have body mass and strength similar to men, and just have shorter limbs. If they are in fact lighter/weaker it might be different.

2) Is there a game balance issue that needs to be addressed?

3) I've yet to encounter a Dwarf with a longsword. Or even a sword.
1) The length of a long sword in TOR (basically a bastard sword) would make it unwieldy for a Dwarf to use it with one hand. However, there is no realistic reason why a Dwarf couldn't use it strictly as a two-handed weapon other than it is simply not in the RAW.

2) There isn't a game-balance issue unless a Greatsword/Two-handed Sword is added to TOR for Men and Elves. If that were done then the long sword would be the equivalent for Dwarves.

3) You may not have encountered a Dwarf Hero with a sword in-game, but Thorin had Orcrist.

And here is what the Greatsword would probably look like:
Greatsword/Two-Handed Sword:
Damage: 9
Edge: 10
Injury: 18
Encumbrance: 4
Group: Swords
Notes: Two-handed weapon. Not usable by Dwarves or Hobbits (or small Orcs).
"Far, far below the deepest delvings of the Dwarves, the world is gnawed by nameless things. Even Sauron knows them not. They are older than he."

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Re: Weapon/Armor House Rules

Post by Glorelendil » Thu Mar 05, 2015 2:34 pm

Otaku-sempai wrote: 1) The length of a long sword in TOR (basically a bastard sword) would make it unwieldy for a Dwarf to use it with one hand. However, there is no realistic reason why a Dwarf couldn't use it strictly as a two-handed weapon other than it is simply not in the RAW.
Could you explain? What about dwarf physiology would make it unwieldy? Just that the tip is more likely to hit the ground? But that would be true for two hands as well, wouldn't it? Because I actually think with their shorter limbs they would have greater leverage than a taller human with equivalent strength and mass.
2) There isn't a game-balance issue unless a Greatsword/Two-handed Sword is added to TOR for Men and Elves. If that were done then the long sword would be the equivalent for Dwarves.
Yes, I could see a Greatsword being too long for a shorter character to use...or at least to carry...but I don't understand how that leads to a need to bar them from using longswords one-handed. What's the issue?
3) You may not have encountered a Dwarf Hero with a sword in-game, but Thorin had Orcrist.
Oh, I wasn't saying it shouldn't be allowed because there's no precedent. I was saying that it's a problem that doesn't exist in the game, and therefore doesn't need to be solved with a rule. If we start to see a lot of Shield & Longsword Dwarves running around, and it turns out there's a rules exploit (some strange synergy with Ravens, perhaps) then by all means lets figure out a rule.
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