I would
like to present some nifty and simple tactics to be used in OSR
games. They are very easy to implement and may give some flavor and
variety to attacks.
Double
Handling (Full-force attacks): Very
common in many games (like Dark Souls), double handling means using
two hands instead of one when using a weapon, augmenting its damage
output. In mechanical terms, when double handling, your attack
suffers -2 penalty, but increase the size of the damage die by 1.
So, a dagger (d4) would cause d6 damage, a short-sword would cause
1d8 damage and a long-sword would cause 1d10 damage. Weapons that are
naturally two-handed could also be 'double-handled', although what
this means is that the user would attack with 'full-force',
increasing the dice damage (a great sword would deal 1d12 damage
instead of 1d10, fro example).
Dual
Wielding: I would like to
present some slightly different rules from the main book for
dual-wielding. In real life, dual-wielding was an odd style, mostly
used in special situations, normally duels and probably never in real
army combat. The second weapon functioned also principally as a form
of 'shield' instead of a second form of attack. The nature of dual
wielding makes effectively using the weapon extremely hard and,
specially if the weapons are both big or of the same size. So, to
emulate those characteristics in your game, dual wielding function as
a shield, giving +1 AC, but you receive a penalty in your attack
depending on the size of the weapon used in your off-hand (so, a tiny
weapon give 0 penalty, a small gives -1, a medium -2 and a great
weapon giver -4). Besides that, if you want to attack with both
weapons in a turn, the main-hand weapon receives another -2 penalty
and the off-hand weapon receives -2. So, if you are using a small
sword in your off-hand, you naturally receives -1 to attack. If you
want to attack with both weapons, you will receive -3 in your main
hand and -5 in your off-hand.
Focused
Attacks: Waiting for striking
the right place in order to deliver a critical strike. With that
tactic, you suffer -2 to your attack, but increase the critical
margin by 1 (normally, this means that the hit is critical on either
19 or 20 instead of only 20) and the damage multiplier by 1 (so, it's
3x damage instead of 2x). This tactic can be used to either ranged or
melee attacks.
Weapon
proficiency: If you are using
the skill rules for weapon proficiency, a character that puts a point
in any of those tactics will receive +2 to using them. So, focus and
force attacks will have no penalty, for example.
So,
what you folks think? I like giving options to my players attacks so
everything don't fall into the boring 'I attack' action. I will be
posting more tactics eventually.
Until
next time,
Valete!
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