Friday, February 17, 2017

Swords & Wizardry House Rules: Firing into a Melee and Missile Recovery

Firing into a Melee. Swords & Wizardry Complete states that shooting or throwing missile weapons into melee combat is unpredictable and that targets will be randomly determined by the DM, but provides no specific mechanics (see page 40). So I borrow the mechanic from the Planet Eris house rules. If an adventurer fires a missile weapon into melee combat, he makes an ordinary attack roll; if successful, he hits the enemy target. If he misses the enemy target, then he rolls a d6; on a roll of 1 or 2, the errant missile strikes a randomly selected ally instead.

Missile Recovery. After combat, an adventurer who fired a bow or crossbow must roll a d2 for each arrow or bolt fired: 1—the missile is broken or lost; 2—the missile is intact and reusable. Alternatively, an adventurer may simply assume that 50% of the missiles fired are broken or lost. The rate of breakage or loss may be higher if the missiles were fired under circumstances ensuring their loss (e.g., if fired over water or if dipped in pitch and set alight before being fired).

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