When I haven't been doing schoolwork or playing in Scott's Tunnels and Trolls game, I've been playing some old favorite Legend of Zelda games. Not only do games like Link's Awakening, A Link to the Past and the other Zelda games have a great adventure framework, they've also gotten me thinking about how elements of these games could be integrated into Basic D&D.
Link can generally do a few things with his sword, mostly slashing and stabbing, but also the charged Spin Slash maneuver which attacks all enemies around him. In later editions of D&D, something like this would be covered by an Encounter or Daily power that you could use in a combat encounter. But as much as I like the Power framework, I don't just want to graft it wholesale onto the Basic rules. If I wanted to use them, I would honestly be better served by playing 4th Edition. So how do you make things like special maneuvers work for Basic fighters without 4th Edition style powers?
My idea has been to base it on weapons used. In the Basic and Expert books that I own, there's not much mechanical difference between using a staff or a sword other than the damage dealt. If wielding a warhammer gave you the ability to knock enemies prone or a spear giving you a bonus to AC when used two-handed, it could add a little bit of mechanical variation to things. Hell, it might encourage the use of weird weapons like bolas or whips if they had cool little bonus effects alongside the standard damage.
Is this how Weapon Mastery works in the Companion or Master set? I don't have either of those, but I've heard that they add a bit of proficiency boost to the Fighter.
Showing posts with label legend of zelda. Show all posts
Showing posts with label legend of zelda. Show all posts
Saturday, May 21, 2011
Sunday, May 15, 2011
Some magical weapons that I cooked up at the library yesterday
Solar Knife - A dazzling wide bladed golden dagger (+1, +3 when exposed to sunlight). At night, the blade of the Solar Knife emits light as a Light spell. Double damage against the undead.
Aegis Hand - A massive giant-sized gauntlet traced in gold and embedded with a glowing emerald. Functions as a Gauntlet of Ogre Power that does 1d10 damage when used in combat and cannot wield any other weapon. Blows from the Aegis Hand can knock down normal doors with a single blow. Larger reinforced doors may take longer to sunder.
Black Bastion - A stout jet black shield (+2) with the unsettling outline of a face and a pair of fangs at its base. Once per day, the Black Bastion can be struck against the ground to create a Wall of whatever material covers the ground (default is a Wall of Stone)
Mosquito Blade - A thin rapier with a scintillating insect wing hilt. Counts as a +1 magic weapon for the purpose of immunities. Always hits, regardless of armor class, but deals 1 damage plus or minus Strength modifiers for each blow (Thanks to Telecanter for the idea on this one.)
Wingthief Boomerang - A boomerang (+1, +2 vs. flying creatures) made of an unknown bright green wood and inlaid with bronze. Flying creatures hit by the Wingthief Boomerang lose the ability to fly for 1d6 turns.
Aegis Hand - A massive giant-sized gauntlet traced in gold and embedded with a glowing emerald. Functions as a Gauntlet of Ogre Power that does 1d10 damage when used in combat and cannot wield any other weapon. Blows from the Aegis Hand can knock down normal doors with a single blow. Larger reinforced doors may take longer to sunder.
Black Bastion - A stout jet black shield (+2) with the unsettling outline of a face and a pair of fangs at its base. Once per day, the Black Bastion can be struck against the ground to create a Wall of whatever material covers the ground (default is a Wall of Stone)
Mosquito Blade - A thin rapier with a scintillating insect wing hilt. Counts as a +1 magic weapon for the purpose of immunities. Always hits, regardless of armor class, but deals 1 damage plus or minus Strength modifiers for each blow (Thanks to Telecanter for the idea on this one.)
Wingthief Boomerang - A boomerang (+1, +2 vs. flying creatures) made of an unknown bright green wood and inlaid with bronze. Flying creatures hit by the Wingthief Boomerang lose the ability to fly for 1d6 turns.
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