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Weapons
Apr 2, 2013 20:24:39 GMT -5
Post by sirgawain on Apr 2, 2013 20:24:39 GMT -5
badpixie: I brought up the shift in STR requirement to push more adventurers to put points in STR. But if you have any specific ideas to better differentiate weapons, post them.
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Post by tempbadpixe on Apr 4, 2013 5:19:46 GMT -5
My only suggestion is to use rhe standard TFT/LAW gradation eg:
1d6 weapon (St 7) 1d6+1/2d6-2 weapon (ST 8) 1d6+2/2d6-1 weapon (ST 9) 1d6+3/2d6 weapon (ST 10) 2d6+1 weapon (ST 11) 2handed 2d6+2 or 3d6-1 weapon (ST 12): I would give 2H Swd, 2H Axe and 2H Maul one of these two categories to avoid need to go higher.
Swords should be different to axes but not simply better: otherwise no one will bother with axes.
The differences can be expressed in the L die choice but also in some basic way (eg Blunts ignore 1 pt armor, sword get +1 on parry, axes increase critical threat range by 1).
I think the damage for polearms is about right, but maybe allow spear use 2H for an extra point of damage.
These are, obviously, suggestions/ discussion points only.
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Weapons
Apr 4, 2013 10:08:04 GMT -5
Post by chrisrice on Apr 4, 2013 10:08:04 GMT -5
This is more what I'd be looking for in a balanced weapons table.
The other thing I do, to give weapons a bit more character, is this:
Blades (swords and knives) are for cutting flesh and hide. So they get a damage bonus for unarmoured opponents.
Axes are for chopping wood. They get bonuses for attacking shields and medium armour such as chainmail. Also for chopping down doors.
Maces and Hammers are for beating stone and metal. They get a bonus against heavy armour such as plate and for fighting living statues, Iron Golems etc.
Spears are for hunting beasts. They get a bonus against four legged creatures or very large creatures such as giants.
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Weapons
Apr 4, 2013 14:20:37 GMT -5
Post by sirgawain on Apr 4, 2013 14:20:37 GMT -5
badpixie, chrisrice: Thanks for the responses. I agree about increasing the differentiation between weapon classes. I think I'm going to rework the weapon chart with some house rules I have in mind, playtest them, and post them as optional rules. That is, assuming my ideas survive playtesting...we'll see.
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Weapons
Apr 17, 2013 16:02:28 GMT -5
Post by tzunder on Apr 17, 2013 16:02:28 GMT -5
Most rpgs also underestimate the extra damage a 2H weapon would do, GURPS addresses this with higher damage and a slower attack rate. But my mate who fights with metal weapons actually can fight very quickly with 2H weapons, so it's all awfully complicated. But there needs to be an incentive to 'upgrade' to heavier weapons. How about the extra attack rules, or maybe a separate 2H weapon skill?
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Weapons
Apr 18, 2013 15:47:48 GMT -5
Post by sirgawain on Apr 18, 2013 15:47:48 GMT -5
Still working on my chart. I will post it when I'm satisfied with it...and get back from 'holiday.' But I'm also looking at the problem from a tactical perspective and not a RPG perspective (if that makes sense), so I might make things more complicated than necessary.
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Post by sirgawain on May 1, 2013 9:37:21 GMT -5
My weapon chart is done (If anyone cares to know ). However, I'm submitting it to Mr. Brandon to see if the chart will get published in an official capacity. Stay tuned.
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