Wednesday, July 17, 2013

Cost is one of the few statistics actually provided for weapons in the LBBs.

Cost is one of the few statistics actually provided for weapons in the LBBs. I had an idea today for using cost to differentiate weapons when they all do d6 damage:

On an attack roll of 1 (natural), a weapon must make a saving throw to avoid being broken. The score for the save is 16, which is extrapolated from the saving throw tables in Monsters & Treasures, where a +1 weapon saves with a 14, +2 with a 12, etc. Each weapon can add its initial cost per Men & Magic as a bonus to the save. So a club (not listed with a price) would get no bonus, a spear (1 gp) would get a +1, a battle axe a +7, a sword +10, etc. This would give an incentive to buy more expensive weapons if possible because they would less likely to break, and also to have back-up weapons. I like the idea of weapons breaking and needing to be replaced after a while, so this would simulate the wear on weapons - the more times used, the more chance for eventual breakage.

[cross-posted to OD&D Discussion]

3 comments:

  1. This is actually a pretty decent idea! I may have to borrow this for the upcoming S&W game I'm trying to get together

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  2. Reminds me of the old German "Das Schwarze Auge" system where weapons could break on a successful parry. But yours is easier to manage, that's for sure.

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  3. That, or something like it is a great idea. Though even a starting character with only 30-180 GP's would be STRONGLY advised to buy a two-handed sword--it breaks only 1 out of 400 times, as opposed to a regular sword that breaks 1 out of 67 times or a spear that breaks 1 out of 29 times.

    [cross-posted to OD&D Discussion]

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