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Old 09-08-2011, 04:17 PM   #2
vierasmarius
 
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Join Date: Nov 2009
Location: Oregon
Default Re: Rejiggering Muscle-Powered Weapon Damage

That seems like it should work, though your players may be unhappy with you "nerfing" their axe-wielding maniacs. You might consider dropping the cost of Striking ST just a bit (say, -10% to -20%), keeping in mind that realistic characters would still be limited to within 30% of ST.

What I'm really interested in would be a completely revamped ST/Damage table, preferably with a linear progression of ST to Dmg. That's probably beyond the scope of this exercise, however.

EDIT: Oh, something else I noticed. You're multiplying by 0.7 after adding the weapon damage bonus. That means you'd need to have both the original and "realistic" damage marked on the character sheet, and recalculate whenever he picks up a new weapon. It would be simpler just multiply the base damage by 0.7, but keep full the weapon dmg add. This would further incentivize heavy two-handed weapons, especially if using the more favorable stats from Low-Tech. Make of that what you will.

Last edited by vierasmarius; 09-08-2011 at 04:23 PM.
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