Thursday, February 7, 2013

Carcosa Rehab: Weapons & Armor




Weapons & Armor

Weapon damage in this Carcosa campaign is not random, nor is it tied to the shape and form of the weapon. Rather, damage is determined based on what the weapon is made of:

Material Damage Damage When Broken
Wood or chitin 1d4 1d2
Horn or stone 1d6 1d3
Bone or obsidian 1d8 1d4
Metal 1d10 1d5

In this version of Carcosa, metal (and the ability to forge it) is rare. Any monkey-man can pick up a heavy piece of wood and use it as a cudgel, any primitive can shape a stone into an axe-head, but if you want a sweeeeeet bonesword you're going to have to seek out a talented bonecrafter in a large town or city.

Two-handed Weapons: Two-handed weapons roll twice and take the higher result.

Weapon Breakage: If you roll a 1 on your attack roll, your weapon breaks. You can still use the broken weapon, but it now only does half damage. Any further breakage renders the weapon useless.

Armor provides protection based on how spiky it is:

Armor Spikiness Descending Armor Class Ascending Armor Class
A few noteworthy spikes here and there 8 +1
A respectable level of spikitude 7 +2
Be careful in crowded hallways 6 +3
You could be in a black metal band 5 +4
You are the envy of porcupines 4 +5
None more spiky 3 +6

17 comments:

  1. I like weapon breakage in D&D combat.

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  2. Hold on, John Blanche orc picture, and a table to determine the effectiveness of Chaos Death spiky armour? You ,Sir, are a genius.

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  3. Cool. Where does this guy rate on the Shear (heh) Spikeness Scale.

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    1. AC 4. Needs spikes growing from the spikes to go lower.

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  4. I like the weapon breakage rules, though I'm not too keen on the spikey armour rules.

    Also, I'd love to see prices for the various weapon materials.

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    1. I'm thinking that nothing is for "sale" in the usual sense in my Carcosa. It's all barter & trade.

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  5. Maybe set different thresholds for weapon breakage, also based on materials? Bone breaks on a 3 or less, wood on 2 or less, etc? Metal might require less than 1, so it can break only if there's at least one penalty to hit.

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    1. Probably a good idea, but too fiddly for me because I am lazy.

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  6. This is a great way to handle weapon damage in general, I think, if you live on a planet where a bunch of different materials are present. I would also consider using this system in an old-school Dark Sun campaign.

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    1. I definitely had Dark Sun on the brain when I wrote that up.

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  7. I like the idea of weapon damage based on material thing. It is nice and easily adaptable to less gonzo fantasy games, too.

    However, the spiky armour rule? That is just insane. In the sense of excellent, of course :)

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  8. Jack do you mind if I adapt this for Basic Fantasy RPG? It won't be a straight rip of course, I would just like to use the general presentation.

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