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-   -   Holy Weapon vs. Flaming Skull (https://forums.sjgames.com/showthread.php?t=172706)

InexplicableVic 03-27-2021 02:20 PM

Holy Weapon vs. Flaming Skull
 
Had to make a ruling today about a holy warrior wielding a holy weapon fighting Venom Skulls (toxic versions of Flaming Skulls). Since they are diffuse, the most they can take from weapons is 1 injury for piercing/impaling, 2 injury from all others. However, the text for Holy Weapon says "Adds +2 holy injury--or +3 vs. demons, undead, and anything else the GM deems to be capital-E Evil." Faced with the choice, I allowed the Holy Warrior wielding it to do basically 5 injury per hit (since his minimum basic damage is 5 at 3d+2, not including the weapon). Otherwise, it seemed, the wielder of the Holy Weapon gets no benefit, really, and could just do 2 injury every round by using any of his weapons. That didn't make sense to me.

Sound right?

Anders 03-27-2021 06:59 PM

Re: Holy Weapon vs. Flaming Skull
 
I would apply the Holy damage bonus to the normal damage cap, so 5 points sounds about right.

Joseph R 03-27-2021 08:20 PM

Re: Holy Weapon vs. Flaming Skull
 
2 for non-impaling/piercing mundane attack, +3 holy damage because is undead, meaning 5 total? That is certainly how I would rule it.

Ditto for other weapons with a magical "follow-up", such as flaming weapon. They are effectively treated seperately but delivered in one attack. The main consideration for such "follow-up" would be whether the monster is immune to that follow-up damage type (e.g. flaming skull hit with envenomed weapon).

Another factor is that most follow-ups do require the physical attack to penetrate DR, which is why the damages should be tallied separately, although of course the flaming skull has DR 0 so that isn't an issue. Actually that last point I think is another reason to back up your ruling as correct. If the follow-up would be ignored if it failed to penetrate DR, then it cannot by logic be limited to the initial 2 injury cap for the physical attack.


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