Post by reaperwolf on Dec 6, 2014 15:27:54 GMT -5
As written (elegantly I might add) weapons really only have a few traits players care about, STR Min, damage, and 1H or 2H. This means players will equip themselves with the weapon that gives them the most advantage which is damage. As I posted previously the dagger has a STR Min of 1 which means with an average STR of 8 you cause more damage 1d6+3 than a rapier because a rapier (also 1d6 for some odd reason) but because rapiers have a STR Min of 7 you don't get the +1 damage per 2 points over STR Min. So why use it.
Because Rapiers are really good at punching through leather, scale, and chainmail that's why at least historically. They're almost useless against field or full plate but there ya go.
One option is to dump the bonus to damage for high STR. Another is to add traits to some weapons.
Hammers and other bludgeons (maces, flails, clubs, staves, mauls/mattocks, warhammers, etc.) are good vs. plate armors, the armor dents inwards passing the concussive force to the wearer's bones and organs causing massive hemorrhaging. In some cases the armor is so badly dented it causes localized compression killing the wearer. The armor is left more or less intact by most bludgeoning attacks and just needs a little hammering before it can be comfortably worn again.
Piercing weapons such as spiked maces, morningstars, stilettos, rapiers, picks, and spiked mattocks pike right through leather, chain and scalemail. The damage is deep but not terribly widespread so the damage isn't great but non-plate armor offers less protection.
Flails are always given the short straw, damage is low but fumbles are nasty so why use them? Trip and entangling attacks and better yet, shields blocks and parries are less effective because the flail is likely to slide off or around a shield and still hit the defender. When fighting a flail wielder, it's better to dodge than block or parry. Parrying is likely to cause both weapons to lock up leading to some dramatic gameplay as the two combatants struggle to free their weapons or risk disengaging to draw other weapons.
I've already noticed armor protection significantly lags behind weapon damage, two-handed weapons (many 2d6+2 or 3d6) will likely rip right through the measly 6 points of protection of platemail which seems a little off. A shield grants up to 3 more points of protection but honestly, I prefer shields grant a bonus on block reactions as opposed to magically granting additional protection but for now I'm cool with leaving shields alone.
As it stands right now, compare a broadsword and military pick. Same damage (2d6+2) and STR Min (10) but the pick requires 2H and the broadsword 1H leaving you the option to use a shield. Why use a pick then? Adding an armor piercing trait of 2-3 would give me a reason to forgo a shield when fighting enemies wearing non-plate armor.
HOW doesn't need to become bloated like GURPS 4e (which I'm fond of) but any of these tweaks could go into a companion as optional rules.
As in all things enjoy the game HOW you want.
Because Rapiers are really good at punching through leather, scale, and chainmail that's why at least historically. They're almost useless against field or full plate but there ya go.
One option is to dump the bonus to damage for high STR. Another is to add traits to some weapons.
Hammers and other bludgeons (maces, flails, clubs, staves, mauls/mattocks, warhammers, etc.) are good vs. plate armors, the armor dents inwards passing the concussive force to the wearer's bones and organs causing massive hemorrhaging. In some cases the armor is so badly dented it causes localized compression killing the wearer. The armor is left more or less intact by most bludgeoning attacks and just needs a little hammering before it can be comfortably worn again.
Piercing weapons such as spiked maces, morningstars, stilettos, rapiers, picks, and spiked mattocks pike right through leather, chain and scalemail. The damage is deep but not terribly widespread so the damage isn't great but non-plate armor offers less protection.
Flails are always given the short straw, damage is low but fumbles are nasty so why use them? Trip and entangling attacks and better yet, shields blocks and parries are less effective because the flail is likely to slide off or around a shield and still hit the defender. When fighting a flail wielder, it's better to dodge than block or parry. Parrying is likely to cause both weapons to lock up leading to some dramatic gameplay as the two combatants struggle to free their weapons or risk disengaging to draw other weapons.
I've already noticed armor protection significantly lags behind weapon damage, two-handed weapons (many 2d6+2 or 3d6) will likely rip right through the measly 6 points of protection of platemail which seems a little off. A shield grants up to 3 more points of protection but honestly, I prefer shields grant a bonus on block reactions as opposed to magically granting additional protection but for now I'm cool with leaving shields alone.
As it stands right now, compare a broadsword and military pick. Same damage (2d6+2) and STR Min (10) but the pick requires 2H and the broadsword 1H leaving you the option to use a shield. Why use a pick then? Adding an armor piercing trait of 2-3 would give me a reason to forgo a shield when fighting enemies wearing non-plate armor.
HOW doesn't need to become bloated like GURPS 4e (which I'm fond of) but any of these tweaks could go into a companion as optional rules.
As in all things enjoy the game HOW you want.