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Old 12-18-2019, 12:57 PM   #1
hcobb
 
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Default Ax/Mace + Quarterstaff = Pole Weapons

Give Pole Weapons as a bonus talent to any figure who learns both Ax/Mace and Quarterstaff to balance out the uber Dagger that figures who learn Sword get.
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Old 12-18-2019, 11:37 PM   #2
Skarg
 
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Default Re: Ax/Mace + Quarterstaff = Pole Weapons

Or use the Q&A from Metagaming that the Knife talent is only needed to fight with a dagger outside HTH, or as a thrown weapon, both of which are pretty optional and little used by most fighters anyway.
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Old 12-19-2019, 07:12 AM   #3
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Default Re: Ax/Mace + Quarterstaff = Pole Weapons

Untalented dagger is very useful in HTH under the current rules.

DX 10 +4 for HTH on a 4/DX roll for untalented use has a 55.63% chance of success doing 1d damage at ST 10 so an average of 1.95 damage per turn.

The untalented barehanded attack is adjDX 14/3 for 1d-2 or 1.51 damage per turn.

So it is clearly worth blowing two turns to draw the dagger in HTH against an armored foe, and worthwhile to have it in hand if you expect to enter HTH.
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Old 12-19-2019, 02:43 PM   #4
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Default Re: Ax/Mace + Quarterstaff = Pole Weapons

Yes...

But I assume your suggestion in this thread boils down to thinking Knife being included in Sword is unfair/unbalanced compared to Pole Weapons and Ax/Mace which all cost 2 but those last two don't include Knife.

And almost all of that becomes a non-problem if you use the Metagaming-era Q&A where Knife isn't needed to avoid a skill penalty in HTH.

Because then, the abilities gained by Knife (throwing and using a dagger as a normal weapon) aren't something many warriors due much, if ever.
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Old 12-20-2019, 09:09 PM   #5
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Default Re: Ax/Mace + Quarterstaff = Pole Weapons

My solution... in part.

http://forums.sjgames.com/showpost.p...28&postcount=7
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