When it comes to rules, my general approach with Legends of Alba has been to build up from a rules skeleton, rather than starting with a fleshed out template and cutting back. So anything that gets added has to earn its place. I'm looking at Weapons and Attacks today.
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| Celtic Weapons, Edinburgh (public domain) |
Characters get Weapons (and Armour) from their Clan, and up till this point there's just been two attributes: Melee [M] and Ranged [R]. But as I've been writing up the Clans I've been kitting out some of them with great weapons, some get paired weapons, others start with a shield. Mechanically there's no distinction between these loadouts and this doesn't feel right to me. At the very least there should be some advantage from using both hands to hold weapons, since you have to sacrifice the potential for wielding a shield to do so. So I added a third Weapon attribute, Two-Handed [2H].
But what sort of advantage do you get for a [2H] Weapon? I thought about a couple of different options:
- A Special Bonus (e.g. +2) for Attacks made with a [2H] Weapon. I didn't like this because this would be in addition to whatever Talent Bonus you're using to make the Attack, and this is a very early stage to be introducing messy stacking modifiers.
- Similar to the above, but the Bonus is determined by a die assigned to each Weapon (e.g. a sword might roll a D6 and a warhammer might roll a D10). I didn't like this for the same reason as above, with the added niggle that you're already rolling a D20 for the Attack, so added more random variance seems bad.
- Attacks made with [2H] Weapons are considered to have Help (so roll to D20 and pick the highest). I didn't like this because now [2H] Weapons can't benefit from setting up creative advantages with terrain or their allies in combat, which is more what Help is supposed to represent.
Attacks
Weapons
- Dagger [+3][M][T]
- Battleaxe [+4][M][B]
- Spear [+4][M][B][T]
- Longbow [+5][R][2H]
- Paired Blades [+6][M][2H]
- Greataxe [+7][M][2H]

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