What would the wild west be without gunfights and what would standoffs at high noon be without revolvers. However typically pathfinder gives us longswords and crossbows instead of the revolvers we so desperately need in order to defend the farmstead. The addition of Ultimate Combat, the gunslinger, and plenty of firearms has done well to alleviate the disturbing lack of guns, however it still leaves weapons like greataxes in the mix, and as those have become obsolete I want to emphasize that no-one uses those anymore, and thus every weapon was looked at individually as to what it can add to a western game. I listed all weapons which would remain in their current roles as Simple, Martial and Exotic, any that were left out of my list were bumped up. For example the normally simple weapon "Light Mace" has fallen so out of use that it is now considered a martial weapon. This is not because the weapon is any harder to use, but because it is so rare and uncommon.
Firearms will be run by the "Guns Everywhere" ruling in Ultimate combat. Advanced firearms should be incredibly common.
That is all for now.
Coming up Next: Elves in depth.
Saturday, August 18, 2012
Friday, August 17, 2012
Alternate Rules
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| Some Sweet Clip art I found. |
Alternate rules change how the game is played and even though the campaign setting is designed for Pathfinder the rules I am using were originally designed for 3.5 all of the rules come from the following website
http://www.d20srd.org/indexes/variantAdventuring.htm
Here are some of the rules I am contemplating on recommending for this campaign setting.
Class Defense Bonus
I chose the Class Defense Bonus rule due to the fact that most characters armor will maximize at leather. This also shows the training of more experience martial characters in their ability to dodge attacks.
Armor as Damage Reduction
I've decided to take Armor as damage reduction due to the favor of realism, and due to the fact that the Class Defense bonus already gives them a great AC.
Vitality and Wound Points
I've also chosen Vitality and Wound points which vastly increases the chance of death by accident (crits are dangerous).
These are the three 3.5 rules I recommend for this campaign setting, but I will also be crafting some of my own special rules for the campaign.
COMING UP NEXT: Weapon Proficiencies!
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