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I thought I'd post my houserules here as they have come up in discussion in another thread...
COMBAT SPECIALIZATIONS
PCs select Combat Specializations for Melee and Ranged, with each level in Combat Rating granting a Specialization...
Melee:
Blunt/Mass Weapon (includes Shield training and use of Axes)
Brawl (includes Pugilism & Wrestling) or Martial Arts
Dagger
Exotic (such as nunchaku; each is separate)
Improvised
Polearm/Lance/Spear (includes use of Bayonet when affixed to Long Gun)
Cut & Thrust (includes Shield training and use of off-hand weapons)
Greatsword/Longsword
Ranged:
Bow
Crossbow
Sling
** Handgun
** Long Gun (Rifle, Musket, Shotgun)
* Assault Rifle (machine gun / long gun proficiency allows untrained assault rifle at -1 rather then -2)
* Machine Gun (Sub-Machine Gun, Hvy Machine Gun)
Exotic (Bolas, Atlatl, Net, Lasso; each is separate)
Spear/Javelin
Throw (Knife, Axe, Dart, Grenade, irregular shaped object, etc)
* Modern settings only
** Blackpowder and Modern settings only
When using a weapon without the necessary Specialization the Difficulty becomes Tough (-2 modifier to the attack/parry roll).
Same Specialization may be taken more than once - each additional selection (after the first) grants a +1 (max +2).
Last edited by The GIT! (4/08/2015 10:28 am)
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CAREER SPECIALIZATIONS
Each level in a Career allows one Specialization.
Each Career Specialization grants an additional +1 modifier to relevant Task Rolls.
The same specialization may be taken more than once (but only in the same Career).
HOBBIES
One hobby is allowed per point of Mind.
Each Hobby is a specific skill (cooking, photography etc) and grants +1 modifier to relevant checks.
Careers do not stack with Hobby bonuses; use the highest only.
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FWIW - I took inspiration for weapon groupings from games such as The Riddle of Steel (and more recently Blade of the Iron Throne) among others. I prefer the idea that weapon training tends to cover styles of combat and groups of weapons rather than individual weapons; exotic weapons are a necessary exception.
Last edited by The GIT! (4/07/2015 7:31 pm)
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Wow!
Good work!! I can see myself using this for some games. (Umm...now where did I put those notes about occult detectives in 1905 Paris...)
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As usual very late to this, but why do you not use boons for this? If someone wants to be good in a specific weapon type have it available as a boon. That way someone is awarded for choosing a specific weapon while others are not penalized. What is the advantage of doing it your way from your perspective? I am curious :-)
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Chaosmeister wrote:
As usual very late to this, but why do you not use boons for this? If someone wants to be good in a specific weapon type have it available as a boon. That way someone is awarded for choosing a specific weapon while others are not penalized. What is the advantage of doing it your way from your perspective? I am curious :-)
On a personal level I don't like the idea that a character can use all weapons just because he has a rating of 1+ in Melee or Ranged; it's a personal thing but I like a little more granularity. It's not just about specialising, it's also about representing what weapons the character has actually trained with. Just because he can use a polearm doesn't mean he's any good with a rapier - it's a personal thing but it works without actually impacting the game mechanics.
Further, by not using Boons to reflect this, if the player was to use his character in a game in which the houserules are not used all is good because he hasn't spent points on Boons that don't exist in the other game.
Last edited by The GIT! (6/25/2015 7:35 am)
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Great point on the compatibility. Thank you for sharing your thoughts.