10-14-2020, 05:23 PM | #11 | |
Join Date: May 2015
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Re: Weapons, Strength, and Damage
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See for example "Other Names for Weapons" on ITL p.111. It's only one further step to allow smaller or larger versions of the listed weapons, as long as it doesn't seem wrong to the players. So a ST 10 "halfling halberd" polearm would be one less damage than another ST 10 weapon, so compare hammer at 1d+1, -1 = 1d. Since that's what a 1-handed spear does with one hand, probably have it require two hands to do 1d. Rather like a trident... I guess the other remaining "trade space" is whether it requires 2 hands, and whether it allows a 2-hex jab or not. Since tridents and javelins only require one hand, it seems to me there's room for a 2-handed polearm at ST 10 doing 1d damage that can do a jab. |
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10-14-2020, 05:27 PM | #12 | |
Join Date: Jun 2008
Location: Boston area
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Re: Weapons, Strength, and Damage
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I would model a hobbit halberd as one of the following: (A) Damage is 2d-3, +1 die for charging, jab. (B) Damage is 2d-3, +1 die for charging, no jab. (C) Damage is 2d-2, +1 die for charging, no jab (D) Damage is 2d-2, no polearm benefits. Okay, I don't like (C), because the abilities of (C) are the same abilities that javelins have (other than throwing), and javelins do one less than a rapier or hatchet. I don't like (A) because a hobbit polearm is surely shorter than a spear. That leave (B) or (D). Here, there's a choice to be had. Is a hobbit polearm sufficiently long to act first when charging/being charged? Or is it shorter than a javelin (which is 5 1/2')? A halfling is, I'd think, about half as tall as a human, so 3' tall. A human's halberd is 2 to 2 1/2 yards, so half of that is 1 to 1 1/4 yards, which is shorter than a javelin. Eh, I think you could go either way on (B) or (D). I guess I'd kinda like to go with (B), since otherwise, it ain't much of a polearm at all. I don't think it's reasonable to allow a halfling to use a halberd long enough to jab, however, unless he's a remarkably buff halfling and has the strength for a "real" halberd. ST must be tied to weapon damage when one uses too big weapons, since they can't strike with enough force. You could argue that seriously overstrength users should get a bonus to damage (like some games do), but I don't think it adds much to the game. Want to do more damage? Use a weapon suited for your ST. (I guess ST 20 characters can complain that they should get better damage than a Battle Axe delivers, but I don't have that much sympathy. It's 3d. Live with that!) ETA: I wrote an awful lot, just for Skarg to suggest that you take spear and decrease the damage by one. That's a pretty good solution, too. I'm a bit ambivalent about the jab. I'd keep the charging bonuses. Last edited by phiwum; 10-14-2020 at 05:32 PM. |
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10-14-2020, 06:29 PM | #13 |
Join Date: Apr 2018
Location: Idaho Falls
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Re: Weapons, Strength, and Damage
I want to thank everyone for their imput. I think I now what I want to do for my own games in the future.
All base damage is a factor of ST, talents can modify this damage All weapons other than bows and crossbows will not have ST requirements A weapon used one handed will allow a +1 damage modifier A weapon used two handed will allow a +2 damage modifier Bows and Crossbows will have a ST rating and you must have the ST of the bow or crossbow to use it* *exception, a cross can be used if it has a ST greater than yours but no greater than ST+3, if the cross bow has ST greater than yours you must use a mechanical device to cock the crossbow and this requires an action - this action cannot be reduce by talents. I am going to calculate what I want the ST damage progression to be. |
10-14-2020, 06:42 PM | #14 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: Weapons, Strength, and Damage
The realistic situation is somewhere between TFT and GURPS: a significant part of the damage benefit of strength comes from the ability to use heavier weapons, but another significant part is just doing more damage with the same weapon. Something like basing damage on the average of weapon min ST and wielder ST is fairly straightforward and works out okay.
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10-14-2020, 06:59 PM | #15 |
Join Date: Aug 2004
Location: Pacheco, California
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Re: Weapons, Strength, and Damage
The next step I'd take towards realism is to double the effect of mundane armor and shields against cutting attacks and halve the damage inflicted after armor by non-cutting attacks.
You'll still one-shot foes by rolling double and triple damage, but armor won't be so useless.
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10-14-2020, 07:23 PM | #16 | |
Join Date: Jul 2018
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Re: Weapons, Strength, and Damage
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10-22-2020, 06:43 AM | #17 |
Join Date: Jan 2018
Location: Sydney, Australia
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Re: Weapons, Strength, and Damage
One approach, not sure if this is what you're saying:
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11-01-2020, 02:32 PM | #18 |
Join Date: Oct 2020
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Re: Weapons, Strength, and Damage
Don't think this is quite what you are looking for but I have believed this to be a problem for a long time and your post motivated me to write up a solution.
My solution is pretty simple when you hit with a melee attack you deal your HTH dmg plus your weapon dmg. I also adjusted all the dmg numbers for weapons and HTH ST values. Non-thrown ranged weapons still just deal their weapon dmg without adding HTH dmg. Pic of adjusted stats. https://scontent-ort2-1.xx.fbcdn.net...8e&oe=5FC5ECAB |
11-01-2020, 02:42 PM | #19 |
Join Date: Apr 2018
Location: Idaho Falls
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Re: Weapons, Strength, and Damage
that is a different way of doing it. It never occurred to me to think that way, but part of what you said is right. It isn't so much the damage that can be done, it's more of trying to accept a penalty for using a weapon that you are too weak to use, while trying to imagine much weaker kinds of creatures who will obviously make the same kinds of weapons the big folk use, it will only be smaller.
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11-01-2020, 09:13 PM | #20 |
Join Date: Sep 2018
Location: North Texas
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Re: Weapons, Strength, and Damage
My rule is +1 damage for every 3 points of ST over the required minimum or +2 damage if the weapon is two-handed.
The game also needs separate stats for small and giant-size figures. For example, here's the list from the CLUB/STAFF weapon group in my own game... Club/Baton 1d-1 (ST 6) Short Staff (halfling size) 1d (ST 8) Quarterstaff 1d+1 (ST 10) Two-handed Club 2d-2 (ST 12) Iron Staff 2d+1 (ST 14) Great Club (2H) 3d-3 (ST 18) Giant Club 4d-4 (ST 24) Giant Two-handed Club 5d-5 (ST 30) TFT is extremely sensitive to damage modifiers and stacking dice so I wouldn't recommend this approach unless your goal is to make combat even more deadly than it already is.
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