Reducing melee weapon weight
Hello!
Pyramid 3/51 (Tech & Toys III) introduces a Nanomaterial option that halves melee weapon weight (A similar option could be used in Fantasy settings for Mithril and other exotic material weapons). However, there are no stat changes given. Shouldn't min ST be reduced? Maybe damage? How realistic is this option? Doesn't the reduced weight impact the performance of the weapon? Thank you for your ideas! |
Re: Reducing melee weapon weight
Reduced weight should reduce swinging damage but thrusting damage probably won't be affected.
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I'll point out with advanced nanomaterials or magical materials like mithril, it's entirely possible that the slightly-reduced damage from weighing less is counteracted by a slight bonus from the quality of the material (e.g. sharpness and ability to hold an edge, assorted minor magical effects, whatever).
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Re: Reducing melee weapon weight
Remember however that GURPS Low-tech weapons are heavier than real world ones.
An axe weights 4lbs in GURPS, a combat axe IRL almost never reaches 3lbs. A broadsword weights 3lbs in GURPS, a sword IRL is around 2lbs. A halberd weights 10lbs in GURPS, real life ones are around 6lbs. |
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The simplest solution is what Dan has suggested - no effect on thrusting damage. Alternatively, take the weight of the character's arm (~5% character weight; if the character has Striking ST, Arm ST, etc, you may want to use a higher base weight) and add in the weight of the normal weapon. This is the default "striking weight." Now work out the heavier/lighter weapon's "striking weight," divide it by the original, and take the square root of it. If the weapon had a +1 or better damage bonus, this is the multiplier for it; if it's 0 or less, just use that column from LTC2. You may wish to cap out the total weight to represent the muscles hitting their peak; 1.5x weight might be appropriate (so for a 200 lb character, he hits his peak at 15 lb striking weight). Note you aren't likely to get much of an effect - for a 200 lb character, going from a theoretical weightless weapon with a +3 damage bonus to a 5-lb version of the same (character's maximum) changes that +3 to a +4 (+3.66) - were that bonus instead a +2, there would be no change (+2.44). For simplicity, I'd say stick with Dan's advice. As for swing damage, that's a horse of a different color. In that case, weapon weight is striking weight, so multiply by the square root of the weight multiplier (or use the chart from LTC2). A thrusting broadsword (sw+1 cut, thr+2 imp) made of orichalcum (1/3 weight) would have its swing damage multiplied by the square root of 1/3, or .58, which results in no change (+1*.58=+.58, which rounds up to +1). Wielded by a 200 lb character, it goes from a striking weight of 13 lb to a striking weight of 11 lb, for a .85 multiplier; the square root of this is .92, so no change there either (+2*.92=+1.8, which rounds up to +2). MinST for the weapon is 5 (less than 2 lb means 6, but blades typically have a slightly lower MinST, and this is right at the breakpoint between 5 and 6). Its breakage properties depend on how the GM envisions orichalcum - it should probably use its original (3 lb) weight, at a minimum. |
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Typical armor requires 30-150J to penetrate to a depth of 10mm or less, meaning the force required is 3,000-15,000N. That is far more than human grip strength or arm strength. Flesh is much much less resilient, and grip/arm strength is reasonably likely to be sufficient. |
Re: Reducing melee weapon weight
Katar style grips etc. are probably specifically a design to counter this?
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As for armor penetration, that's more an issue with ST-based damage in GURPS than anything else, and is another thread (or rather threads) entirely. |
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