Wannabehero
2010-10-08, 05:45 PM
Here is a little homebrew that my players enjoy and seems to make sense, at least to myself.
We instituted a mighty crossbow rule, wherein crossbows could be constructed in a similar manner to composite bows, to include +STR modifier to damage. These types of bows are treated the same as mighty composite bows, where the strength rating bonus only applies to damage dealt and not to hit.
The cost modifier of constructing a mighty crossbow is the same as a mighty composite bow, +100 gp per point of strength rating.
Unlike composite bows, mighty crossbows do not incur a penalty to hit if a character does not meet the strength requirement. Instead, mighty crossbows require a strength check to load effectively. In essence, the crossbow in question requires a strength check with a DC of 10 plus the strength rating of the bow in order to load. If the player's strength modifier is equal to the strength rating of the bow, it is an automatic success.
A character whose strength modifier is lower than the strength rating of the bow could potentially still use the crossbow, but with the strong likelihood of wasting actions trying to reload it.
In addition, the type of crossbow in question that is modified to be a mighty crossbow effects the modifier to damage. These modifiers are:
Heavy Crossbow - 1.5 * Strength rating of crossbow
Light Crossbow - 1 * Strength rating of crossbow
Hand Crossbow - 0.5 * Strength rating of crossbow
That's about it. Thought I would share
Cheers
Fake Edit: In posting this information, I came across a similar idea at Brilliant Gameologists (http://brilliantgameologists.com/boards/index.php?topic=6796.0), though with a slightly different implementation. Posted in order to provide due diligence.
Real Edit: A similar concept was posted by Ashtagon here (http://www.giantitp.com/forums/showthread.php?t=146134), included in a full bow revision. The premise was similar, but implementation very different. Thought I would be nice a link to it regardless.
We instituted a mighty crossbow rule, wherein crossbows could be constructed in a similar manner to composite bows, to include +STR modifier to damage. These types of bows are treated the same as mighty composite bows, where the strength rating bonus only applies to damage dealt and not to hit.
The cost modifier of constructing a mighty crossbow is the same as a mighty composite bow, +100 gp per point of strength rating.
Unlike composite bows, mighty crossbows do not incur a penalty to hit if a character does not meet the strength requirement. Instead, mighty crossbows require a strength check to load effectively. In essence, the crossbow in question requires a strength check with a DC of 10 plus the strength rating of the bow in order to load. If the player's strength modifier is equal to the strength rating of the bow, it is an automatic success.
A character whose strength modifier is lower than the strength rating of the bow could potentially still use the crossbow, but with the strong likelihood of wasting actions trying to reload it.
In addition, the type of crossbow in question that is modified to be a mighty crossbow effects the modifier to damage. These modifiers are:
Heavy Crossbow - 1.5 * Strength rating of crossbow
Light Crossbow - 1 * Strength rating of crossbow
Hand Crossbow - 0.5 * Strength rating of crossbow
That's about it. Thought I would share
Cheers
Fake Edit: In posting this information, I came across a similar idea at Brilliant Gameologists (http://brilliantgameologists.com/boards/index.php?topic=6796.0), though with a slightly different implementation. Posted in order to provide due diligence.
Real Edit: A similar concept was posted by Ashtagon here (http://www.giantitp.com/forums/showthread.php?t=146134), included in a full bow revision. The premise was similar, but implementation very different. Thought I would be nice a link to it regardless.