08-15-2018, 11:03 AM | #51 | |
Join Date: Jul 2018
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Re: Advantages of Great Strength - bonus damage with weapons.
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But without great effort rules the system needs something more. Maybe a -1 DX for all undersized weapons. So people usually go for the right sized weapons, but in a pinch they can use a lighter weapon with almost comparable effect? Or maybe start the scaling at 2, 3, 4... instead of 1,2,3? Or +1 DX for handling a lighter weapon, but the scaling starts at 2, 3, 4. The latter would give people some options. Lighter weapon with less damage, but +1 DX. 2 steps lighter weapon would give +1 DX and +1 damage but probably -2 damage from the much lighter weapon. So a legionaire with a shortsword (ST 11, 2-1): ST.. 9 -1 dmg, -2 DX ST 10 -1 dmg, -1 DX ST 11 Normal ST 12 ... dmg, +1 DX ST 13 +1dmg, +1 DX ST 16 +2dmg, +1 DX ST 20 +3dmg, +1 DX ST 25 +4dmg, +1 DX (For a monster or a magically buffed strongman.) |
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08-15-2018, 11:14 AM | #52 | |
Join Date: Jul 2018
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Re: Advantages of Great Strength
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One is custom made weapons for a higher ST. A heavy Cutlass for ST 12, just a bigger version, for someone stronger and bigger. The other is when said ST 12 guy swings a normal sized ST 10 Cutlass. In my book the ST 12 guy with an oversized custom made weapon should do as much damage as if it were a Broadsword, so 2d. But when the ST 12 guy swings a normal cutlass he should have some advantage over a ST 10 guy swinging the same weapon. So maybe 2-1. And the ST 10 guy swings for the normal 2-2. A heavier blade in the hands of a stronger and bigger (ST is also size) person should do bigger wounds. But when you swing with a lighter weapon it would be more about follow thru and more secondary damage when you pull out, than it would be for a weaker person. But in the end a weapon can only do so much. Just remember that a stronger character can also strike faster not only put more weight behind it. |
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08-15-2018, 11:51 AM | #53 |
Join Date: Jul 2018
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Re: Advantages of Great Strength
Game mechanic and balance wise in the basic rules, swinging a 2-handed weapon in one hand should probably be 1 ST higher or 2 at the most. Just look at the versatile weapons we already have. Spear and Bastard Sword.
So it is not there we have an issue. I could throw in a weapon like that in my sim, just to make sure if anyone doubts it. The issue is using a weapon made for only 2-handed use, and therefore very unwieldy weapon, in 1-hand. It would look more than a little strange, almost anime like. So from a simulation point of view ST +5 or even higher makes sense. I think the better rule would be to allow heavier 1-handed weapons. No one, I think, would have an issue with a Broadsword made for ST 14, that you can't do Sweeping Blows with, but it can be wielded in one hand and it does 3d-2 for damage. Balance wise in a sim I don't think it would break anything. The reverse is also true. Swinging a ST 11 axe in two hands for a weaker person should also be possible. I would probably say ST 9 or 10, but no chance for Sweeping Blows and you can't throw the axe without using it in one hand and have ST 11. With the basic rules by wielding a 2-handed weapon, you forgo the possibility of a shield. Which is essentially +1 Armor and the possibility of a shield bash and enchantments. Now with the Shield Expert talent you forgo 2 armor and a DX penalty for the enemy at the cost of some talent points. I would say that all 2-handed weapons probably should do a little more damage because of this. And a one handed weapon at the same ST level should probably be about 2 points below the 2-hander. Or the Expert talent for 2-handed weapons should give a little extra bonus like easier chance to do Sweeping Blows or increase damage by 1 more or something to compensate for not being able to wield a shield (that is now much better). Versatile weapons should probably do .5 damage lower average damage in 2-hands, and then 2 less when used in 1 hand. Now it is only a 1 or .5 difference. |
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