After sleeping on yesterday's post, I find that I don't think I really like the way the Aspect approach changes the game of Five By Five. What I really want is a way to make the different categories of weapons and armor equally viable options, without really changing anything else.
Here is an idea that replaces the default descriptions for each category of weapon and armor without changing Five By Five's base rules too much. It doesn't add new Aspects or increase the complexity of character creation. It does add "counter attacks" to combat, but that might be a good thing. (By default Five By Five combat is really basic.)
Weapon Options:
Light Weapons
- Weapon Bonus +1
- Penetrating (Armor Bonus of target is always 0)
Medium Weapons
- Weapon Bonus +3
Heavy Weapons
- Weapon Bonus +1
- Deadly (roll H5 for damage twice and keep the better roll)
- Two-Handed (cannot equip an off-hand weapon or shield)
Off-Hand Options:
Off-Hand Weapon
- Dual Wield (if initial attack roll is doubles, make a free attack using off-hand weapon)
Off-Hand Shield
- Parry (gain an additional Dodge roll each round)
Armor Options:
Light Armor
- Armor Bonus +0
- Improved Counter Attack (free attack following any successful Dodge roll*)
Medium Armor
- Armor Bonus +2
- Counter Attack (free attack if Dodge roll is doubles*)
Heavy Armor
- Armor Bonus +4
- Diminished Counter Attack (free attack if Dodge roll is double zeroes (box cars)*)
*A counter attack is a free attack taken during the enemy turn that must target the enemy who triggered the dodge roll.
Close Vs. Distant Targets
By default a weapon is assumed to be designed for close combat. In order to target enemies at a distance, a weapon or attack must be Ranged.
Ranged Weapons
A weapon with the Ranged keyword can target both close targets as well as distant targets, but when used against a close target the attack suffers a -2 rank shift penalty to the trait used to make the attack.
Why Use These Rules?
These weapon and armor descriptions include new combat options that make every type of weapon or armor a viable choice. Players just choose which type of weapon (light, medium, or heavy) and which type of armor (light, medium, or heavy) that their character has equipped during character creation and each choice carries with it different strengths and weaknesses.
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