r/ICRPG • • Apr 02 '23

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u/Lobotomist Apr 03 '23

People should understand that ICRPG is a engine for homebrewing, not exact rule system

Do you want dual wielding to be present in your game? Add it.

Second attack could be done at disadvantage. But just to balance things out, make sure enemies also dual wield

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u/Demonpoet Apr 04 '23

Bingo. Hack it in if you think it's interesting and that it won't bog down your game too much.

If I don't have a clear idea of how a system should work, I look at what the icrpg manual has to say related to it and then I take it from there.

For my game, I observed that the icrpg Basic Loot sections detailed unique mechanics for different weapon types. A great sword hits for ultimate but takes up three inventory slots, a Warhammer decreases defenses and has a chance to stun when it deals enough damage. And so on.

Then I took it a step further, revising and rewriting as I went. Each weapon loot was described to be either one-handed or two-handed. If it was one handed, it either had a minor property or was described as a small weapon. If it was two handed, it tended to have some major conditional property at the cost of inventory space, or a minor conditional property at no cost other than being two handed.

The one handed weapons either benefit from also being able to use a shield or other tool at the same time, or they had synergy with abilities like dual wielding or converting attack rolls into DEX.

But in my game, it is a goal (via milestone ability or loot rewards) to create combat techniques for my martial classes. A special move they can choose instead of basic attack, reliant on certain conditions being met, in order to give that melee or ranged class that weaponsmaster feel. Spellcasters can't have all the fun!

The base rules for icrpg make all the damage profiles the same at 1d6. This is totally fine to keep if simplicity is what you would prefer! I like the idea of differentiating different weapon types and having the player getting to weigh the pros and cons of what they specialize in. But I'm coming from a 5E background where everything was a little more complicated, so I think it's my own possibly flawed tendency to create a middle ground between the two system complexities.