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Old 01-02-2013, 10:19 PM   #18
Mr Frost
 
Join Date: Sep 2004
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Default Re: Rescaling Melee Weapons (notes)

Using [Str x {1+(Weapon Damage/3)}]/10 DouglasCole suggests however throws the system wildly out of kilter when weapons with large material and magic bonuses and/or rescaled for size modifyer {Low Tech Companion 2 page 20-21} are available as the damage can readily end up exceeding R.A.W. .

Example 1: Str 12 with a Great Sword [Very Fine , +3 Puissance]

Raw > Swing = Str 1d+2 +3 {weapon} +2 {quality} +3 {magic} = 1d+10 = 4d-1
DouglasCole > Swing [Str 12 x {1+(3+2+3=8/3)}]/10 = 4.4d = 4d+1

Example 2: Str 20 SM1 giant with giant SM1 pollaxe

Raw > Swing = Str 3d+2 +6{weapon} = 3d+8 = 5d+1
DouglasCole > Swing = [Str 20 x {1+(6/3)}]/10 = 6d


This gets much worse with giant magic weapons of quality .





I suggest using instead the weapon stats {incl quality and magic etc} times 3 as + Str then divide by 10 {Swing} or 20 {Thrust} .

In those above examples the Str 12 Great Sword does [12+({3+2+3}x3)]/10 = 3.6d = 3d+2 and the Giant with SM1 Pollaxe [20+(6x3)]/10 = 3.8d = 4d-1 .

This is also easier maths for those with an aversion to such {or a phobia vs calculators ;p} .
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