An exchange is a sequence of strikes, parries, and steps between two combatants. It starts when one or both combatants enters into striking range (preferably for their own weapon only), and ends when they leave that range again (or when someone gets dead).
Imagine that one person has decided to harm another, and the only thing they have is a hefty sewing neeedle the length of a hand. Now, you might say “that’s a bad weapon, it should deal 1d2 or even 1 damage!”. You might be right. But I’m pretty sure you wouldn’t want to be stabbed … More Weapon Damage Thoughts
Having a nice injury system helps a lot in creating a gray area between “fully functioning” and “stone dead”. It can mitigate the 5e problem of fights barely taxing resources until characters are dying left and right.
When your combats lack… bite. Throw in a dog from Dark Souls. They’re mean bastards.
And now unto the non-damage properties, just to finish this off. Ideally, they should be actually important.
So me and the grill-fiend went and saw Dunkirk the day before yesterday. I can’t say it didn’t deserve its good reviews, because it probably did. And the aeroplane combat scenes were just great. In fact, so great, they made me want to write a system for flying planes in your RPG system. Or mostly … More Aerial Combat (and also Dunkirk)
As per the first and second post on this, I’m trying to get some decent weapon properties to differnetiate the weapons used in Disposable Heroes (my personal D&D variant). If possible, I’d like to solve many different things with one fix. Something like having damage dice also be weapon durability and initiative would be good … More Making Weapons Interesting Pt. 3
So, as I wrote here, I have a problem with how in some D&D weapons lists, the weapons are basically just a damage die and nothing more. Now, if you’re playing a very minimalist approach where every wepon just does 1d6 damage, it doesen’t matter that much (though the only reason to have a weapon … More Making Weapons Interesting pt. 2
This is something I’ve been working on in many different ways and times. The blandness present in many D&D weapon lists make me disappointed somehow. Not that there isn’t many different weapons (often there are quite enough, if not too many), but the general sameness of those very weapons renders that point worthless. When the … More Making Weapons Interesting pt. 1