Combat - Immersion v. Simplicty II
Combat - Immersion v. Simplicity II
82 members have voted
-
1. Special weapon materials (cold iron, adamantite, silver, etc)...
-
...should have no bearing on combat.
-
...should provide minor/moderate bonuses against certain enemies.
-
...should aid in overcoming resistances of certain enemies.
-
...should be necessary to overcome immunities of certain enemies.
-
-
2. Slings, Bows and Crossbows...
-
...should fire infinite ammunition. The power or type of the shop would be determined by the weapon in question.
-
...should fire infinite unenchanted ammunition. More powerful ammunition could be fired from the weapon but it is finite and must be restocked if used up.
-
...should finite ammunition. Enchanted and unenchanted ammunition must be restocked if used up to operate the weapon.
-
-
3. Ranged weapons...
-
...should be usable in melee range without penalties.
-
...should be usable in melee range without penalties only if the character is specialized in doing so (as a class ability or feat).
-
...should suffer penalties when used in melee. The player should not be able to spec out of those penalties.
-
...should be unusable when in melee range.
-
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now