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-   -   The Maul Staff (https://forums.sjgames.com/showthread.php?t=161286)

hcobb 12-27-2018 08:55 AM

The Maul Staff
 
The Maul Staff seems like the perfect weapon (for a wizard), at ST 9 (Why exactly did you waste even one attribute point on ST?) it does 1d+1 damage vs only 1d for the Rapier. And it takes no talent.

Why use anything else?

Well first it is a two-handed weapon. The wizard can point his occult attack one handed, but if he wants to do a physical attack or defend option it's going to take both hands. (Hence the Light spell as he can't carry a torch for spellcasting reasons anyway.)

Second it's heavy, at least five pounds (page 110) vs the three pounds for a one-handed club that does one less damage (page 109). Add 10% to each of these weights for each point of ST above 10. (So a ST 35 giant wizard carries either a 10.5 pound one handed club or a 17.5 pound two handed maul).

So really it's no wonder that Gandalf switched to the Elder Wand when he went to teach at Hogwarts.

hcobb 12-30-2018 01:47 PM

Re: The Maul Staff
 
House rule that a wizard can set a maul staff firmly on the ground and therefore use 8 fatigue to cast a spell without falling over?

Why do you think they all carry walking sticks, anyway?

Skarg 12-30-2018 03:05 PM

Re: The Maul Staff
 
Quote:

Originally Posted by hcobb (Post 2232002)
House rule that a wizard can set a maul staff firmly on the ground and therefore use 8 fatigue to cast a spell without falling over?

Why do you think they all carry walking sticks, anyway?

That's funny, but I think it's pretty clear that "effects of injury" are not intended to also apply to spell fatigue.


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