Dungeons & Delvers 2nd Edition: Weapons, Alchemical and Otherwise

In Dungeons & Delvers 2nd Edition all Attack Rolls are resolved using Dexterity, even melee ones. Before anyone panics: every class has a scaling Attack Bonus and Strength has other uses, including carrying stuff since this system doesn't use a retarded casual-tier item slot mechanic or let you carry so much crap by default that it doesn't really manner.

While the Light property is being removed, there are new properties to consider that make weapon choices more meaningful:
  • Accurate x: When wielding this weapon, this value is added to Attack Rolls. Swords get this property (other weapons, like axes and hammers instead gain Armor Penetration).
  • Armor Penetration x: The weapon ignores an amount of Damage Reduction from armor equal to this value. As an added bonus, thinking of making it so that if the AP value exceeds the target's DR, the excess increases the weapon's Critical Range. For example, if you attack a creature with a dagger (AP 1) and it isn't wearing armor at all (or your Attack Roll is so high that it ignores the target's armor, anyway), your Critical Range is increased by 1 (meaning you crit on a natural 19-20). Either that, or it becomes a Talent.
  • Close Quarters x: When used to attack a creature that is grabbed or you are climbing on (for giants, dragons and the like), this value is added to the Attack Roll. Daggers, short swords, and similar weapons that would be especially easy to employ in really close combat get this property.
  • Impale x: When used as part of a Charge attack, this value is added to the weapon's Armor Penetration for that attack. Spears and polearms used to make thrust attacks get this property.
In a previous blog post I'm sure I already mentioned that all melee weapons have a Reach value, which is used to determine which weapon strikes first: if it isn't your turn and something moves in to attack you, so long as your weapon has the greater Reach you can use a Reaction to strike first. This is because it doesn't make sense that, say, a goblin with a dagger or dire rat can run up and attempt to stab or bite a longsword-wielding fighter, who apparently just stands there and doesn't react at all.

The exception to this is if the defender is Engaged, so this plus the Gang Up bonus means there are some tactical considerations (ie, have a spear-wielding character attack first, so that everyone else can rush in safely and benefit from the scaling Ganging Up bonus).

Previously, ranged weapons had short, medium, and long ranges. Now, weapons have a base range that can usually be modified by your Strength, either positively or negatively, adding further importance to that ability score. A cumulative penalty is imposed the further away the target is from you, similar to the range increment mechanic from 3rd Edition Dungeons & Dragons (which makes Talents like Far Shot much more useful).

Masterwork weapons used to get 1 or 2 qualities depending on your crafting rank and how much time you were willing to devote to its construction (skilled smiths could construct weapons faster, just without any masterwork qualities). Qualities were stuff like a +1 to damage, +1 to hit (which counted as two properties), making the weapon Light if it wasn't already, and increased Armor Penetration.

They now receive a bonus only to Attack Rolls and are rated +1 and up, possibly capping at +5. This is partially because exceeding a target's Defense can result in both bonus damage and/or bypassing DR from armor completely, partially because we're changing how crafting and other mechanics work.

All of the previous weapons are present, though many have been modified at least slightly. We're also adding new stuff such as:
  • Alchemical Spears: A specially designed polearm that allows an alchemical spearhead to be inserted and fitted. It can be hurled at a greater range than an alchemical grenade, or thrust for additional damage. The design of the spearhead and a small shield at the end protects the wielder from its effects. You can get spearheads for most any alchemical grenade, as well as thunderstone. An added benefit is that its efficacy is based off of the Attack Roll as opposed to a save, and a miss generally means that it isn't expended.
  • Flaskdragon: To use this heavy weapon you must insert a fireflask into a compartment. When the trigger is pulled the flask is broken by an internal mechanism, unleashing a gout of flame from the barrel: it effectively changes the Area of Effect of a fireflask from an explosion to a cone.
  • Hand Cannon: A hand cannon is essentially a small cannon attached to the end of a wooden pole. Takes a few minutes to load, intended to be something you use once during combat. The base damage is 3d6, with a base Armor Penetration of -6. Inflicting Wound damage can cause Bleeding.
Bows have special types of ammunition, something that was initially devised by Melissa during the Age of Worms playtest campaign:
  • Needle Bodkin: These specially designed arrows gain Armor Penetration +1, but the thinner head causes them to break more easily.
  • Barbed Arrow or Bolt: If a barbed arrow or bolt inflicts WP damage against a flesh and blood creature (after reducing damage from applicable DR), it inflicts +1 damage. The DC to safely remove a barbed arrow is also higher than most other types.
  • Crossbow Bolt: A standard bolt. The vanes are wood, not feathers. The curved profile causes the bolt to spin and stabilize its flight.
  • Leaf Arrow: These are standard arrowheads.
  • Sling Stones: Instead of metal bullets (which have Armor Penetration 1), stones can be used. Suitable stones are easy enough to find (rivers are ideal locations for this), and impose no penalties. Otherwise, the Range is reduced by 10 feet, and the attack suffers a -1 penalty to hit.
  • Swallowtail Head: These unwieldy arrows are more likely to inflict bleeding wounds. The Range is halved and the attack is also Hindered. If it inflicts WP damage against a flesh and blood creature (after reducing damage from applicable DR), it must succeed on a Constitution save or begin Bleeding (1). This Bleeding condition cannot be stopped until the arrow is first removed.
If an arrow inflicts WP damage there is a chance it gets stuck in the target. Each stuck arrow forces a damage-based Constitution save to resist a cumulative penalty to d20 checks and save DCs, and reduces the target's maximum WP until the arrow is removed. The DC to safely remove the arrow depends on the arrow's type, and on a failed Medicine check the arrow is still removed but additional WP damage is inflicted. Because of this and the potential adjustment to Armor Penetration, damage for arrows will be reduced a bit.

There are also alchemical arrows, which include:
  • Flarrow: An alchemical head that ignites when fired, shedding light for about a minute. If loosed into the air it slowly descends, illuminating the area beneath it. Used against creatures it inflicts fire damage (as well as Burning). In a pinch could be used as a very short-lived torch.
  • Flashpoint Arrow: Explodes on impact, emitting blinding light. Creatures in the Area of Effect must succeed on a Constitution save or be Blinded.
  • Shrieker Arrow: Emits a loud scream on impact. Useful as a distraction, but can also be used to counter sound- and song-based effects. If used against a creature, it must succeed on a Constitution save to avoid being Deafened.
  • Smoke Arrow: Explodes on impact, creating a cloud of smoke as a smokestick. These arrowheads can be further modified as smokesticks can to include other effects.
  • Thunderstone Arrows: Explodes on impact, inflicting thunder damage. Can also Stun creatures.


No comments

Powered by Blogger.