Tuesday, November 20, 2018

Blueholme Combat

I've mentioned before that, while there are a lot of nice features about Blueholme, it has some weakness in the combat department and perhaps needs free casting.

Settled Changes:
1--I am definitely going to use the Chainmail weapon length rules and variable weapon damage that's not open to debate.   The rules "as-is" are the worst feature of the game (and were in Holmes Basic on which this was based).
2--Free Casting:  definitely going to use free casting when you have access to spell book, and am going to let Level-1 magic-users have 1 free scroll as per Jason's suggestion.
3--+1 to hit and damage for charge, double damage for charging lance,  spears/pikes do double damage against charging enemy.  These are all old-school D&D things that fit with Blueholme nicely and give people more options.

Other Ideas:
1--Knockdown:  I'm thinking that Heavy Weapons can be used to knock down enemies instead of doing damage--various rules to succeed and save of course.  Polearms also can dismount riders
2--Fighter Rampage:  give fighters 1 "cleave" per level, up to 8--bonus attack when they put someone down.
3--Over 20 bonus:  if your modified "to hit" roll is 20 or more, you get to make a bonus attack.   Since there are so few bonuses to hit in Blueholme this happens less often than you might think.  This would be for all characters.

Consideration:  Do we need Fighter Rampage and Over 20 both?  Maybe so.   They certainly aren't as mighty as a fireball.

1 comment:

  1. No doubt about it, fighters are a little "dull" without special extras like magic gear and unusual steeds to liven them up. I tend to do it on a case-by-case basis, but there's no argument against formularising some options for them.

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