I've been thinking lately about how to make melee combat characters more distinctive and give their players more interesting choices about how they approach the game. I have three goals for this approach:
1. Keep all existing stats, so there's no need to alter character sheets or book values.
2. Make armor and weapon choices more interesting.
3. Keep things as simple as possible.
Hotrod's House Rules for Melee Combat in 2nd Edition:
Skills:
Non-Men-At-Arms can only take W.P.'s for a weapon if they also have a non-combat skill that uses that weapon as a tool. W.P. Knife and W.P. Staff require no other skills. Non-Men-At-Arms can take W.P. Archery (with Wilderness Survival), Axe (with Carpentry or Boat Building), Blunt (with any skill that uses hammers a lot), Net (with Fishing), Forked (with Fishing), Spear (with fishing), Grappling Hook (with Climbing or Rope Works), Whip (with Animal Husbandry), or Targeting (with Juggling). All other W.P.'s are unavailable to Non-Men-At-Arms, unless they get the W.P. as an O.C.C. skill. Note that Optional O.C.C.'s with a combat focus, such as Nobles, Warrior Monks, and Squires, can choose W.P.'s as indicated in their O.C.C. descriptions.
W.P. Shield automatically grants the ability to dual-wield any 1-handed weapon with a small shield similar to Paired Weapons (simultaneous strike/parry, simultaneous strike/bash).
W.P. Paired Weapons now it starts out as a single combination of weapons (sword and sword, whip and knife, axe and short spear, et cetera), and it adds a new combination of weapons every other level. W.P. Paired Weapons also now allows you to entangle with one weapon and strike with the other. The Paired Weapons that comes with some hand-to-hand skills is for a single specific combination of weapons only (chosen by the player), and does not allow for additional combinations as the skill does.
Armor:
AR now serves two purposes:
First, AR gets added to parry and dodge rolls. If an attack with bonuses is 5 or less, or less than the parry/dodge roll with normal bonuses, then the attack still misses. If there is no parry/dodge, then a strike roll must exceed the armor's AR, or else it gets absorbed by armor. If the strike roll exceeds the parry/dodge, but not the parry/dodge + AR, then the armor takes damage.
Second, AR is the maximum amount of damage the armor can absorb per hit. Any damage in excess of the AR goes through the armor to the wearer. Once the SDC is gone, the armor provides no further protection.
Natural and armor-worn ARs do not stack for the purposes of dodges, parries, or damage absorption; just use the higher of the two when you have a character with a natural AR wearing armor.SDC remains unchanged, but it's only tracked in combat under certain circumstances:
Light armor is not damaged by blunt and staff weapons, but edged weapons will rip and tear it, and fire weapons will burn it.
Heavy armor is not damaged by normal melee weapons of any type or normal fire. Some magic weapons and supernatural attacks will damage heavy armor.
If someone is deliberately targeting armor as an object (like a displayed suit) then its SDC is tracked like a normal object (treat the AR like a natural AR, treat the SDC as the item's 'hit points').
Size matters more. Regardless of the weapons they use and the armor type of the opponent, true giants will damage armor's SDC.
Initiative:
In general, the weapon with the longest reach automatically gets initiative.
Missile Weapons > Lances and Spears > Other 2-handers > large 1-handers > knives, throwing axes, and unarmed combat.
Exception: If combat suddenly begins at short range between opponents without weapons drawn and ready (two enemies suddenly round a corner and nearly bump into each other), this order reverses, and the shortest weapons go first.
Exception: A successful sneak attack automatically gets the initiative.
Exception: A failed save vs horror factor automatically loses the initiative.
Initiative rolls only matter when the same classes of weapons come into play. Since 2-handers generally reach farther, they attack before 1-handers do. Long 1-handers attack before knives and small axes, but knives and small axes can be thrown, which allows them to go before 2-handers.
Simultaneous attacks are only possible against weapons with the same reach unless a paired weapon is used for a simultaneous parry/strike.
Size matters more. True giants get bumped up two categories, large races get bumped up one category, gnomes get bumped down one category, and tiny faerie folk generally go last in melee combat. So a human with a 2-hander is in the same category as an ogre with a 1-hander, a true giant with a knife, and a gnome with a spear.
Weapon Damage:
Skilled 2-handed weapon wielders (except spears) automatically do x2 damage with each successful hit (this applies to all damage bonuses as well). Wielders of bastard swords and other weapons designed to be wielded with one or both hands can choose to 2-hand their weapon for double damage.
Size matters more. Large races keep their extra die of damage. True giants do double their book damage with every true-giant-scale weapon. Thus, a true giant with a two-handed claymore does x4 base damage, and the damage bonuses are doubled since it's a 2-hander and this bonus includes the large race bonus die, so that even a weak giant with no strength bonus will do 4D6x4 with a giant claymore. Ouch!
Shields:
Skilled shield users can parry arrows with a shield without penalty, can dodge/cover behind a shield, and attacks around the front of a shield require a called shot (not for the side/back).
Covering with a shield automatically blocks arrows and thrown weapons from a single direction. Getting into cover costs an action/attack, but it costs no actions to stay in cover. A character covering behind a shield moves at half speed, and the only attacks possible are bashes; attacking with another weapon breaks cover. Parries while in cover are not possible, but attacking someone in melee who is covering requires a successful called shot (takes 2 attacks).
Small shields require a strike roll over 10 to attack around (called shot/2 attacks in cover). They can be used with a 1-handed weapon as a paired weapon, and the shield W.P. automatically includes paired weapons with any weapon the character is skilled with.
Large shields require a strike roll over 15 to attack around (called shot/2 attacks in cover). Large shield users can also protect a nearby person, extending the user's parries to protect an ally, or allowing the ally to join the user in cover against incoming missiles and melee attacks. However, they can't be used with any simultaneous Paired Weapons attacks (simultaneous strike/parry is ok, but no simultaneous bash/slash).
Size Matters more: Only true giants can parry melee attacks from other true giants. All the smaller folk (to include wolfen and ogres) can only dodge.
Dual-Use Weapons
Some specific weapons can be used in more than one way. They generally aren't quite as powerful as the best dedicated two-handed weapons of their class.
Bastard Swords can be used as one-handed Long Swords (2D6 damage) or as two-handed swords (double of 2D6+2)
All Spears can also be used as Staves, either the one-handed short staff (1D6 damage) or the two-handed long staff (Double of 2D4) depending on the length of the spear.
Beaked Axes can be used as 2-handed Pole Arms (double damage), as a two-handed long staff (Double of 2D4) or as Spears (normal damage)
Bipennis (2-Head) axes can be used as one-handed or two-handed weapons.
The Morning Star can be used one-handed or two handed.
Both the Ball and Chain and the Mace and Chain can be used one or two handed.
Benefits of Hotrod's House Rules
+Armor grants significant advantages that stay relevant at all levels, and armor can be overcome by bypassing (through a great strike roll), striking through (by exceeding the AR with each hit's damage), or smashing it (reduce SDC to zero).
+Heavy armor confers bigger combat advantages (due to AR) over light armor, and it requires far less repair and maintenance than light armor.
+Shields are vital for fighting archers and very useful in melee.
+Paired weapons is a viable skill choice that doesn't become redundant with experience.
+2-handers have the best overall damage rating and strike earlier, but they give up the protection of a shield and the flexibility of dual-wielding to do so. This is great for people who don't care so much about taking hits and want to do damage, like rich people in armor and berzerkers.
+Wielding a large 1-hander and a large shield makes you harder to hit, but your damage is less than half of a 2-hander's, and you aren't as flexible as a dual-wielder. This is great for more common soldiers who want to live and aren't rich. It's also great for fighting multiple opponents by making the shielded character intrinsically harder to hit.
+Dual-wielding with a small shield provides some defensive perks while keeping things flexible, allowing simultaneous strikes/parries, which are very effective against a single opponent, This is great for people who want to adjust their style on the fly.
+Dual-wielders remain as written, with great flexibility. They can dual strike with almost as much damage as a 2-hander, but give up their auto-parry to do so. They can simultaneously strike and parry against a single opponent. They can attack two opponents at once.
+Bastard swords and other 2-hand optional weapons become more interesting, since they can be used with 1 or 2 hands. This gives bastard swords more flexibility, but they won't do as much damage as most specialized 2-handers since their base damage is lower. This is great for people who want to adjust their style on the fly.
+Any weapon that can be used as a spear, pole arm, and/or staff becomes more interesting. If the character has the appropriate weapon proficiencies, they can gain the initiative by using it as a spear, but give up damage to do so. Then they can swing it like a pole arm or staff for double damage.
+Knife and throwing axe wielders gain an additional perk: they can seize the initiative with a thrown attack. This is great for putting enemies without great protection on the defensive.
+Men-At-Arms gain decisive advantages over Non-Men-At-Arms due to their broader skill choices and greater flexibility in combat.
+True Giants are terrifying in melee combat.
Drawbacks of Hotrod's House Rules:
-Each hit requires a little more number crunching to determine whether the armor takes some/all of the hit.
-The defensive boosts of armor and shields are likely to make combat with opponents wearing armor and shields take longer.
-This rule set makes character sheets slightly more complicated, as paired weapons require specification by type of weapon.
Examples Hotrod's House Rules in action:
Scenario 1: Using Armor
An attacker swings a battle axe and rolls a 15 to strike with bonuses. The defender in full plate chooses not to parry and instead counterattacks (essentially a simultaneous action), since his armor has an AR of 17, and his practiced eye can tell that the blow is heading to a well-protected area. The attacker gets a lucky damage roll and does 20 points of damage. The armor negates 17 points, while the defender takes the other 3. Since this is a conventional melee attack, the armor takes no damage. At the same time, the defender is launching his own counterattack, which the attacker cannot parry or dodge.
Next round, the attacker swings again, rolling an 18 to strike with bonuses. Since the defender sees the swing coming at a vulnerable area, he parries or dodges and rolls a 9 with bonuses. This means the defender gets hit. However, 9 + the defender's armor rating of 17 = 26, so the defender's armor again reduces the damage. This time, the attacker does only 8 points of damage, so the armor negates all of it.
Scenario 2: Defeating Armor
A thief in full cloth armor gets attacked in the street by a soldier with a sword. The soldier rolls a 12 to strike. The thief rolls a 6 to parry. Even adding in his armor rating of +5 makes it 11, which is not enough to overcome the strike roll. The soldier has bypassed the thief's armor, and the thief takes full damage.
The soldier attacks again, rolling a 15. This time, the thief rolls an 11. Adding in the armor rating of +5 is 16, enough for the thief's armor to absorb some damage from the attack. Since the cutting attack of the sword will tend to rip and tear cloth, the thief's armor will take damage. The soldier rolls 7 to damage, and so the armor takes 5 damage, reducing its SDC to 1, and the thief takes the other two points. The soldier has struck through the thief's armor.
The soldier attacks a third time, rolling a 14. The thief rolls a 13. Adding in the armor rating of +5 is enough for the thief's armor to take damage, and the soldier rolls a 5 to damage. However, the armor only absorbs 1 point, because it only had 1 SDC left. The soldier has effectively destroyed the thief's armor. The thief takes the other 4 points, and is now completely unarmored.
Although the thief has been hitting the soldier during this time, too, the soldier's half chain does not take damage from the thief's weapon, so it's still in good shape (no damage).
Scenario 3: Initiative and Damage:
An unarmored ogre mercenary with a 1-handed battle axe charges a human soldier with a beaked axe. The human soldier has W.P. Spear and chooses to wield his beaked axe this way. Although the size of the ogre bumps his reach up to that of a human with a 2-handed weapon, The human soldier takes initiative, as spears strike before 2-handed weapons. For the full duration of this melee round, the human will use his W.P. Spear bonuses to strike and parry, and he will do the normal book-value damage for a beaked axe.
The human soldier decides he wants to hit the Ogre harder next round, so he switches to a pole arm 2-handed weapon style. However, now he and the Ogre are effectively fighting at the same range with their weapons, so they must roll for initiative. The human will use his W.P. Pole Arms bonuses to strike and parry for the full duration of this melee round, and when he hits, he will automatically do double damage.
Later, the same human soldier is attacking an unskilled (no blunt W.P.) giant peasant wielding a large 1-handed club. The soldier throws his beaked axe using his W.P. Spear skill and automatically wins the initiative, since the giant is equal to a human with a spear in melee. The giant tries to dodge the spear, but fails, and the beaked axe does its normal book-value damage. The human spends his next action drawing a, 2-handed sword before attacking. The human retains the initiative for the rest of the round and keeps attacking. The giant attempts to parry each attack, and these parries cost the giant its subsequent attacks, since the giant is unskilled and doesn't get an automatic parry. The soldier does double damage with his attacks against the giant.
The following round, the giant automatically wins the initiative due to his size. The angry giant lashes out with his club, and the soldier must dodge each attack, because only a true giant can parry a true giant's attacks. When the giant hits, he will do double the book value base damage due to his size, but his damage bonuses due to strength will be at their normal values. If the human's armor absorbs any damage from the giant's attacks, that damage also reduces the human's armor SDC, regardless of its type. When the giant runs out of attacks, the human has two left, and the human strikes with his two-handed sword. The human (due to using a 2-handed weapon) doubles both his base damage and damage bonuses.
Scenario 4: Sneak Attacks and Initiative at Short Range:
A gnome assassin works his way through a crowd to his prey, making tailing skill checks to follow and get close without drawing attention. With a quick paired thrust of two enchanted daggers, he delivers poison to his victim, an elf in chain mail. The gnome automatically wins the initiative and rolls a high enough strike to bypass the armor. Since this is a surprise attack, the elf cannot dodge or parry, and the daggers' potent enchantments and poisons combine to knock out the victim, who succumbs to the poisons shortly thereafter and dies. The gnome activates an invisibility ring and vanishes, but quite a few people see him before he disappears.
Later, a human soldier with a spear notices the gnome brushing by and recognizes him as the murderer, calling him out as combat begins and bringing his spear around to stab the assassin. Since combat initiates at close range, the normal initiative order reverses. The gnome again wins initiative automatically, since a gnome with knives has a far shorter reach than a human with a spear. Shortly thereafter, a more experienced sergeant encounters the gnome, again at short range. Thinking quickly, the sergeant opts to punch the gnome instead rather than try to bash or stab the murderer with the spear. Now the human (unarmed punch) and the gnome (knife) must roll for initiative, because the gnome's small size knocks its knife down to the equivalent of an unarmed human.
The gnome assassin manages to escape from the city and gallops away on a pony. A knight charges up behind him with a lance. The gnome opts to throw his knives at the knight. In this case, the small size of the gnome works against him, as a human with a lance/spear is equal to a gnome with a thrown weapon, and the two combatants must roll for initiative.
Anyway, those were my thoughts on making melee combat, and specifically selecting equipment, more interesting. Any thoughts or suggestions for improving it?