Wednesday, February 26, 2020

Ultra-Bastard D&D: Ranged Weapons


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.
 
Ranged weapons typically add dexterity mod to their to-hit roll. Thrown weapons add the better of strength mod or dexterity mod. 


Type
Damage
Description
Light crossbow
1d6
Cannot load if you move on your turn
Heavy crossbow
d12
Takes a full turn to load.
Shortbow
1d6
Optional: Minimum strength 13. Fires twice per round.
Longbow
1d8
Optional: Minimum strength 15. Fires twice per round.

You cannot load or fire a ranged weapon while engaged in melee. 

Thrown weapons roll the same die for damage as if they were used in melee (but without adding an ability modifier to damage). I.e. a knife does d4, a tomahawk does d6 and a spear does d8.

I don't use strictly defined range limits/modifiers because in practice they almost never come up. 

Special Rules: These are optional

Crossbows (and guns) are easy to use. If your dexterity mod is less than +2, use +2 instead.

Bows are powerful but are hard to use. They add dexterity mod to hit but have a minimum strength to use. Archers fire twice every round - once in initiative order and again at the end of the round. 

If you have a throwable weapon in hand and are not engaged in melee at the start of your turn, you can throw it while moving into melee and still make a melee attack. 



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