Friday, March 20, 2020

Dual Wielding, Two-Handed Weapons and Shields for OSR Games

One long-running question in the OSR community is how to handle dual wielding and two-handed weapons in a way that makes them simple and balanced against each other as well as shields.  Here's the solution I came up with.

Two-handed Weapons: Roll an extra die and drop the lowest for damage.  So if it's d8, it's 2d8 drop lowest, if it's 2d6, it's 3d6 drop lowest.  This makes damage not only higher, but more consistent.

Weapons that can be used with either one or two hands like bastard swords do one damage die higher if used two-handed, same as 5E.

Dual Wielding: Get advantage on the attack roll, i.e. roll an extra die and drop the lowest.  If the total rolled is even you hit with the main hand weapon, and if it's odd you hit with the off-hand weapon, but do -1 damage.

This does mean you might have to roll damage separately from the attack, slowing things down slightly.  It also doesn't allow for the possibility of hitting with both weapons.  I'm planning to use critical hits in my game, but if you didn't have that you could say a nat20 or doubles or whatever means both weapons hit.

Also rolling damage twice would be kinda slow in a game where the defender has to roll their armor so I don't want to do that.

Shields: Varies by shield.  Any shield only gets its bonus if it could realistically impede the attack, like a wooden shield does nothing against bullets.

Buckler: +2 melee defense, plus it acts as a d4 blunt damage weapon that lets you dual wield if you want to.

Round or heater shield: +2 melee and +2 ranged defense

Tower shield: +2 melee and +3 ranged, encumbers twice as much

Modern riot shield: +3 melee and +2 ranged, see-through

Ballistic shield: +2 melee and +3 ranged, works against bullets, encumbers twice as much.

Bear in mind this is meant for my system where armor acts as damage reduction and melee and ranged defense are separate.  For other systems I'd maybe increase the damage penalty for dual wielding.  With armor as damage reduction, one big hit is demonstrably better than two smaller hits.

I actually bumped the shield stats up a bit since that last post after realizing shields were otherwise underpowered compared to the other two options.  Should be close to balanced now but I haven't run the math yet.

Also I plan to use 2d10 instead of d20 for my system.  Doesn't make a huge difference but it does mean a +1 to defense is bigger if the enemy would need around a ten to hit you.

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