Having more complex weapon behavior like that works much better in computer games where players can just play without having to understand what things does.
Having more complex weapon behavior like that works much better in computer games where players can just play without having to understand what things does.
Here's an "attack table" for one specific weapon in Rolemaster: you roll a 1-100, add and subtract a whole lot of offensive and defensive bonuses and end up with a result like "15DK" -- 15 hit points of damage and a severity D critical hit on the K (Crushing) table. The broadsword can give both Crushing and Slashing criticals. That again has 20 random outcomes such as "Strike lower level; tear tendons. Foe is at -25%. +3 hits. Foe is stunned and unable to parry next round"
https://writeups.letsyouandhimfight.com/hulk-smash/hrnmaster...
I still think ShadowWorld (the main Rolemaster campaign setting) is the most detailed and well put together setting I've ever seen.
Just checked, ICE and Rolemaster are still going.
The rules shouldn't be a straightjacket dooming the players to a death spiral of despair and boredom. Especially so if they're your own houserules.
Personally I don't even understand why people buy rulebooks anymore. Just for the art I presume, or to cannibalise for their own systems and settings.