Nice catch. This was something I'd been fighting with, and hadn't made all the updates. I had been approaching hooks and entanglers as an "Armed Grappling" system (which uses vs. Death Ray for avoiding/ breaking holds - apparently Clerics have an active wrestling program) - but I also have other house rules and sources which assign different saves for each - Nets in particular having a version under every save except Spells. At some point we may want to revisit the logic behind the save choices for weapons.Blazeguard wrote:That looks great so far. One thing that jumped out at me as I was glancing through it.
Under Chain Weapons you have save vs (???) listed. I would suggest a save vs Paralysis the same as for a Bola on the next page.
Ray
New Equipment
- Joe the Rat
- Posts: 1242
- Joined: Fri Mar 11, 2011 12:28 am
Re: New Equipment
- Joe the Rat
- Posts: 1242
- Joined: Fri Mar 11, 2011 12:28 am
Re: New Equipment
Wow, it's been a while since I'd updated this. The recent flurry of activity has inspired me.
I've done a little more cleanup, added a few things, and trimmed some odd pieces. Two things notable here are the GM option boxes, and the much reduced magic items appendix.
Looking at commentary, I realized that there are those who would like to see more directions and options in the rules for items, and those who want to keep rule changes to a minimum here. I've decided to err on the side of keeping is simple, sister, and adding GM "sidebars" explaining optional rules GMs might consider in a given section. Quality bonuses, entangling weapons rules, wizard armor (newly added), etc. have been set out like this. The edit here isn't perfect, but I like the approach of setting the variants out, to include or exclude as desired.
The other big change was removing everything in the magic weapons and armor section except for the expanded armor/weapon type tables. This supplement was verging on too long as is, and we hadn't even gotten to channeling items or item creation. Smoot and I decided to spin magic items off for a separate supplement. A couple of pieces of equipment went this way as well. If anyone wants to take up the torch for this, I'd be happy to pass on what we'd already built.
The Emporium is ready for a broader audience, but is not yet finished. There are some formatting issues, a few holes in terms of stats or costs (or explanations), and probably some typos and grammar issues. Any fixes, fill-ins, and suggestions would be appreciated. Solo, if you want to get this out, be my guest.
I've done a little more cleanup, added a few things, and trimmed some odd pieces. Two things notable here are the GM option boxes, and the much reduced magic items appendix.
Looking at commentary, I realized that there are those who would like to see more directions and options in the rules for items, and those who want to keep rule changes to a minimum here. I've decided to err on the side of keeping is simple, sister, and adding GM "sidebars" explaining optional rules GMs might consider in a given section. Quality bonuses, entangling weapons rules, wizard armor (newly added), etc. have been set out like this. The edit here isn't perfect, but I like the approach of setting the variants out, to include or exclude as desired.
The other big change was removing everything in the magic weapons and armor section except for the expanded armor/weapon type tables. This supplement was verging on too long as is, and we hadn't even gotten to channeling items or item creation. Smoot and I decided to spin magic items off for a separate supplement. A couple of pieces of equipment went this way as well. If anyone wants to take up the torch for this, I'd be happy to pass on what we'd already built.
The Emporium is ready for a broader audience, but is not yet finished. There are some formatting issues, a few holes in terms of stats or costs (or explanations), and probably some typos and grammar issues. Any fixes, fill-ins, and suggestions would be appreciated. Solo, if you want to get this out, be my guest.
- Attachments
-
- BF-Equipment-Emporium-r1.pdf
- (309.04 KiB) Downloaded 217 times
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- BF-Equipment-Emporium-r1.odt
- (104.06 KiB) Downloaded 362 times
Re: New Equipment
Is it really the end, not some crazy dream?
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- Joe the Rat
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- Joined: Fri Mar 11, 2011 12:28 am
Re: New Equipment
Solo did some cleanup on the formatting, but there we go. If you have any feedback, please share. I've got it up on jacks to do some work, might as well make some mods while tuning it up.
Re: New Equipment
I can't seem to stop saying how much coolness is in this Supplement!
FYI, Joe has graciously given me credits in this supplement, but truly he has done all the work involved!! I only did some research for locating some idea starters, and I offer my 2 cents here and there to address formatting/errors and minor suggestions on content.
Applauds for Joe!
FYI, Joe has graciously given me credits in this supplement, but truly he has done all the work involved!! I only did some research for locating some idea starters, and I offer my 2 cents here and there to address formatting/errors and minor suggestions on content.
Applauds for Joe!
Is it really the end, not some crazy dream?
Find Me:
https://mewe.com/i/robertsmoot
See my shirt designs:
https://www.teepublic.com/user/smoot-life
Find Me:
https://mewe.com/i/robertsmoot
See my shirt designs:
https://www.teepublic.com/user/smoot-life
- Joe the Rat
- Posts: 1242
- Joined: Fri Mar 11, 2011 12:28 am
Re: New Equipment
I hoping to get a revision finished on this little monster sometime this month.
Any feedback on the current form would be appreciated - here or in the official thread.
Thanks
Any feedback on the current form would be appreciated - here or in the official thread.
Thanks
- Joe the Rat
- Posts: 1242
- Joined: Fri Mar 11, 2011 12:28 am
Re: New Equipment
Alrighty, time to pick some brains.
I'm looking at the net, and wonder about implementation. As I've put it together, it's one of those roll-to-hit, then save effects. I'm wondering if it should simply be one or the other. I'm leaning a bit towards saves, as it takes armor out of the equation.
I've pulled the added rulings into a GM options section - giving some ideas on what you could use, but not tying it to the body of the added equipment. If anyone has gear-related rules that they're using, or think would fit ported to BFRPG, I'd like to have a look.
I'm looking at the net, and wonder about implementation. As I've put it together, it's one of those roll-to-hit, then save effects. I'm wondering if it should simply be one or the other. I'm leaning a bit towards saves, as it takes armor out of the equation.
I've pulled the added rulings into a GM options section - giving some ideas on what you could use, but not tying it to the body of the added equipment. If anyone has gear-related rules that they're using, or think would fit ported to BFRPG, I'd like to have a look.
- MedievalMan
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- Joined: Thu Mar 29, 2012 4:19 pm
- Location: Sacramento, CA
Re: New Equipment
I would say let it be a save vs dragon breath with the defender adding their dexterity bonus or penalty to the save. Simple, clean, effective.
Re: New Equipment
I think the idea that it is just a save has merits, but that would make it the equivalent of Poison, Magic, actual Breath Weapons, etc. Each is a very limited sort of attack form, in the sense of 'breath or spells per day' 'cost of poison'... even a Wand has charges, while a Net would be unlimited use.
If you go that route, perhaps the Net itself should have charges (in effect)... meaning each net can only be used effectively (successfully) X times before being damaged to the point of being unmanageable, because any trapped creature will tangle and tear portions. (perhaps even only one time successfully trapping a creature; we are not talking about fisherman's nets, but nets for combat). I would say that the net can only be thrown a limited number of times before it becomes too damaged, but that would be harder to track than something like 'the net can only be used successfully once in combat before becoming torn, damaged/tangled, and unbalanced for throwing.'
Just my 2 cents on the idea.
If you go that route, perhaps the Net itself should have charges (in effect)... meaning each net can only be used effectively (successfully) X times before being damaged to the point of being unmanageable, because any trapped creature will tangle and tear portions. (perhaps even only one time successfully trapping a creature; we are not talking about fisherman's nets, but nets for combat). I would say that the net can only be thrown a limited number of times before it becomes too damaged, but that would be harder to track than something like 'the net can only be used successfully once in combat before becoming torn, damaged/tangled, and unbalanced for throwing.'
Just my 2 cents on the idea.
Is it really the end, not some crazy dream?
Find Me:
https://mewe.com/i/robertsmoot
See my shirt designs:
https://www.teepublic.com/user/smoot-life
Find Me:
https://mewe.com/i/robertsmoot
See my shirt designs:
https://www.teepublic.com/user/smoot-life
- Joe the Rat
- Posts: 1242
- Joined: Fri Mar 11, 2011 12:28 am
Re: New Equipment
I also figure that you'd need at least a round to "reset." - somewhere in the crossbow ROF.
The net makes you "grappled" for a certain number of rounds - 1d4 ish. If you or someone else can cut you free, you can be out in one. I also have Strength check on a d10 (tearing the net roughly equivalent of busting a locked door) letting you tear your way free. Either of these would damage the net, making it useless until repaired.
We could try something akin to the lost missile rules - a successfully used net has an x% chance of having been damaged, and needs repair.
Another balancing option would be to use a crappier (as in easier) save - a lesser likelihood of working would reduce the impact of reusability.
The net makes you "grappled" for a certain number of rounds - 1d4 ish. If you or someone else can cut you free, you can be out in one. I also have Strength check on a d10 (tearing the net roughly equivalent of busting a locked door) letting you tear your way free. Either of these would damage the net, making it useless until repaired.
We could try something akin to the lost missile rules - a successfully used net has an x% chance of having been damaged, and needs repair.
Another balancing option would be to use a crappier (as in easier) save - a lesser likelihood of working would reduce the impact of reusability.
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