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[Any D&D +FFC] Helmet rules
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The FFC introduces three types of Helmets:

Full Helmet
Half Helmet
Leather Helmet

Does anyone have any idea how Helmets worked in Arneson's campaign?

One idea I have is to tie Helmets to critical rules.

Now there are many different variants of crit rules, but this Helmet Rule should work with most of them:

If an attacker rolls a critical, a defender wearing a helmet is allowed a saving throw (against Rods, Reflexes or equivalent) to ignore the results of the crit. If the save is successful, treat the attack as a normal hit. Different types of helmets add different bonuses to the save:

Full Helmet (+3)
Half Helmet (+2)
Leather Helmet (+1)


Thoughts?

-Havard
Currently Running: The Blackmoor Vales Saga
Currently Playing: Daniel S. Debelfry in the Throne of Star's Campaign
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