10-20-2018, 10:06 AM | #1 |
Join Date: Aug 2004
Location: Pacheco, California
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Alternative damage system
Edged weapons subtract twice the value of non-magical armor and shields from the damage they do. ("Good for cutting flesh, not metal.")
Non-edged weapons do half damage after penetrating all protections, round down. ("Bashing or poking small holes, not slicing off body parts.") Finely made swords and some other weapons are in both categories. Declare poke or slash before rolling to hit.
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-HJC |
10-20-2018, 12:52 PM | #2 |
Join Date: Dec 2017
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Re: Alternative damage system
This is more or less what GURPS does, and that system feels like a very good simulator for damage and armor
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10-20-2018, 01:29 PM | #3 |
Join Date: May 2015
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Re: Alternative damage system
Yep. Very close to what GURPS does. We started wanting more detail, realism and options in TFT about 1986 and started redesigning... then GURPS appeared, and we mainly switched to using it and/or taking what we liked best from both.
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10-21-2018, 05:21 PM | #4 |
Join Date: Jul 2018
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Re: Alternative damage system
Axes in both categories?
I find it interesting that there seems to be some 'anti-armor' abilities built into RAW (axe/mace category prefers to add positive modifiers to dice damage first rather than go up a die and get negative modifiers) but it seems somewhat arbitrarily applied. ST 12 is 2D6 either way, and it seems you could add AP just by changing the rule that +3 = +1D6 for axes and maces? How would this apply to bullets (guns, also slings) vs arrows and quarrels. I almost think bows should just do damage as in RAW, as they should probably pierce better than slashing and poking swords in general, but are piercing and cutting weapons in a way that a mace is certainly not. I think if I used this (and I honestly might after playing RAW for a bit after the new rules come) I would want to adjust weapon damage upwards by making armor only protect certain body parts, and then use the crippling hits/aimed shots rule. |
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