Having played 20+ sessions of Freebooters, I feel like imposing some basic class-based weapon and armor restrictions a la D&D, OR, limit the maximum weapon damage for each class a la Dungeon World, and maybe have the “Clumsy” armor penalty bump to -2 for non-fighters.
Having played 20+ sessions of Freebooters, I feel like imposing some basic class-based weapon and armor restrictions…
Having played 20+ sessions of Freebooters, I feel like imposing some basic class-based weapon and armor restrictions…
Other off-the-cuff ideas to add more fuel to your brainfire:
– Weapons have trained/untrained damage (1d8/1d6)
– If you’re unskilled with a weapon, roll two dmg dice and take the lowest
– Classes have a dmg cap, but still roll like normal. So a cap of 6 will do max damage if you roll 6, 7, or 8 on a 1d8.
Do it and tell us how it goes.
.
I introduced this at Friday’s session and it had the desired effect. The most observable change was that the cleric and thief players soon stopped reaching for their weapons first. The new policy also came into play at just the right moment to be tested — just before the cleric suffered Divine Disapproval and rolled “Unworthy”. 😉
Can I ask which approach you went for? The class-based weapon limitations, or the damage cap?
Damage Cap. So far I think it is a great improvement as an optional rule.
One thing I need to playtest some more is how this meshes with multi-class moves. I’ve got some ideas on that, and I hope at least one of them is good 🙂