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Old 01-12-2017, 10:27 AM   #21
Anders
 
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Join Date: Jan 2005
Location: Gothenburg, Sweden
Default Re: KYOS - getting rid of thrust and swing damage

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Originally Posted by Tyneras View Post
Levers should really get a per-die damage bonus, scaling with the size of the lever, instead of a separate table. A dagger might get a +1 per die, since the lever is mostly your arm, while most swords might get +2 per die.
Maybe relate it to the Reach of the weapon? Keeping it simple.
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Old 01-12-2017, 10:50 AM   #22
Tyneras
 
Join Date: Oct 2007
Location: Kentucky, USA
Default Re: KYOS - getting rid of thrust and swing damage

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Originally Posted by Anders View Post
Maybe relate it to the Reach of the weapon? Keeping it simple.
A quick glance through the weapon tables and I think you are right, assuming the majority of human warriors are in the 1d damage range a simple +damage/die equal to reach works for most cases. Add a traditional one-time bonus after that for weapons that are especially good or bad and it works quite well. I'd probably format it like this.

sw+X/d+Y injury

With X being per die bonus and Y being one-off bonus. So my fine broadsword would look like this.

sw+1/d+1 cut
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