Wednesday, February 19, 2020

Ultra-Bastard D&D: Melee Weapons

Micah Ulrich
Ultra-Bastard has no restrictions on weapon type by character class and there is no "proficiency" in this system. Class options and character advancement might grant bonuses to a particular weapon.

Usually, melee weapons add strength mod to their to-hit roll and damage. Certain light weapon add a dexterity mod to their to-hit roll but don't add an ability mod to damage. Which is which should be obvious. If in doubt ask the DM.

Type
Damage
Examples
Minor
d4
Scalpels,  blackjacks,  daggers
Light
d6
Crowbars,  rapiers, machetes, hatchets
Heavy
d8/d10
Battleaxes, bastard swords , spears
Great
d12
Zweihanders, halberds, mauls etc.

"Heavy" weapons can be wielded one-handed for d8 damage or two-handed for d10.



Special Rules. These are optional but I like them.

Knives are scary: Knives roll 1d4 for damage. If the die comes up as an even number, it is re-rolled and the result added to the total. Stabbity-stabbity-stab.

Reach advantage: When two creatures first enter into melee, if either has a significantly longer weapon than the other, she attacks first, regardless of initiative.

Empty hands: It's hard to parry a sword with a knife and even harder with your bare hands. If you are armed with only a small weapon, take a -2 penalty to melee defense rolls. Disadvantage for empty hands.  Using a ranged weapon to parry, usually ruins it. Pick up a stick or a chair. Something! Anything!

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