Join Date: Dec 2009
Location: Caxias do Sul, Brazil
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GILBERTO REVISED LOW TECH WEAPONS TABLE
TL;DR: New weapon system, explanation below, file on the end of the post.
I've made an alternative weapon system, so that damage scales linearly with ST, no matter the weapon being used. I also changed the way penetration worked, so that some weapons of the same damage type(like cutting) have different degrees of penetration(see example below).
If I come up or someone pass to me a better/more realist stat for any weapon, I'll change this post.
So, enough with formalities, let's get to it.
GILBERTO REVISED LOW TECH WEAPONS TABLE
The weapon system was remade entirely. see below everything if you have the patience to.
*There is no more Sw or Thr damage, instead, every weapon has a multiplier.
*The formula for damage is Striking ST*Multiplier=10X, where X is number of dices, so, someone with ST15 and a Long Axe(*2 cut +) does 3d cut +.
*There will be many fractions, the way I see fit for rounding is:
*For people crazy about probabilities curves, damage should be 2d*X/2, for the long axe above, the formula would be 2d*1.5.
*Every damage type has a wound multiplier of *1, this can be changed, start from the 1 on the size/range table, each + and – goes on the proper direction, so, “+” is *1.5, “++” is *2, “+++” is *3, “++++” is *5, by the same token, “-” is *0.7, “--” is *0.5, “---” is *0.3, this allows a greater difference between weapons, frex, a broadsword(*1 ++) does more damage than an small axe(*1.2 +), but with a lower penetration.
*Many weapons changed, read below to see how.
*DR was added, now, weight doesn't matter for breaking, DR does(it has the same name, but is based on DR and HP), think of it as damage to shields, except that instead of taking damage, when it does X damage, you roll to break, so, a broadsword has DR9, when someone does 10+ damage to it, roll it's HT, on a failure, it breaks. Shields also have the same thing. Pi/Imp only do half damage for these purposes. This makes some weapons more likely to break than others heavier, frex, a spear or axe breaking will be more common than a sword.
What will change on my character weapon?
Spoiler:
That will depend on the weapon he is using and his strength, you should expect lower damage.
Axes/Maces(also polearms): Damage won't change much, except if you have high strength and use an one handed, then it will be lowered. If you throw them, expect a lower range than they used to, but are also lighter. Sw/imp weapons are now the anti-armor weapon, also, no more one turn to attack and one to ready, unless you really want to, neither the super-halberd, weapon are now on the same damage range.
Swords: If you use a shortsword, good news, you have a CC weapon. In any case, the damage changed a lot, you shouldn't expect more than 2 dice while swinging. Against armor you should thrust, that does more damage with a lower multiplier. A one handed isn't a stand-alone weapon, but a very good backup, while a Two-handed one will be a specialized weapon, a dopplesoldner would do 1d+2 cut++.
Spears(also polearms): The standard spear now has a reach of 1, 2* with one hand, also, it also does more damage, but with a lower multiplier. If you like to throw your spears, good news, they go farther and are lighter.
Knives: Armor penetration is better now Joe Average can do 1d with a large knife, 1d-1 with a dagger. Also, no parry penalty, high breaking chance. They're also pricier, making the price gap from long knife to shortsword smaller. If you like to throw them, the extra price will make you more conservative on how many to buy, but if you want, you can always buy cheap ones.
Staff: You still have a good damage and a good parry, but not both at the same time.
Ranged weapons: Bows were nerfed, less damage and less penetration, crossbows do less damage, but still have a good penetration, overall, weapons are lighter.
If anyone have a better stat for any weapon, please, send a PM, I based it on logic and physics, I never wielded a real sword.
List of changes:
Spoiler:
- Axe/Mace and Sword default at each other at -4
- Shortswords impdamage have a reach of C, 1. This makes them elite knives/shieldwall weapons, not crappy broadswords.
- The Shortsword and Broadsword skill were combined on the Sword skill.
- All fencing skills except main gauche were combined, rapier was the best of them anyway.
- Every sword is a thrusting one, if anyone really wants a crushing sword, use the normal stats with 2/3 of imp damage.
- Weights were fixed, no more 5lbs maces or 10lb polearms, although, I was conservative and used the high end weights.
- The table is simplified a bit, I deleted some weapons, mainly the ones worse in everything than others.
- Staffs only have +2 to Parry when used on a small swing, with reach 1, this way, it can still be used as defense and offense, but it's not superior to real weapons. Every dueling polearm has this option.
- Pi and Imp damage were combined also.
- Cutting was divided between Hacking(Axes, Polearms, dull swords), with “+” and Slashing(Swords, Knives) with “++”.
- Bastard sword was combined with Longsword, part because they're close, part because I can't translate longsword to portuguese.
- If anyone is missing a weapon, please PM me.
- Daggers have no parry penalty, they have a very low DR though.
- Every polearm is a dueling one, if you want a long polearm, use LTC2, all polearms/axes are †, unless using LTC2.
- Anyone with the spear skill can use a polearm with no penalties, but only for impaling attacks like a spear.
- Two Handed Axe/Mace and Polearm skills were combined.
- Axes and Small axes are the throwing kind, too much complication for too little difference, if anyone wants a non throwable one that gives -2 skill and -1 Acc, they get a $10 discount($5 if the cost is base cost is less than $50), they can put this discount to any thrown weapon.
- Until someone explains to me how can you cut with a sickle without using the hook technique, they are impaling weapons only.
- Bows had their damage reduced, as did crossbows, with I completely remade. The reason for that is simplicity and realism, I don't want to use the deadly spring, but I also don't want bows passing through armor as if it were butter, neither I wanted 20 similar options.
- I guess that thrown weapons should have one or two “+” but reduced damage, but I'm not certain, if anyone can help me with that I would be glad.
- Weapons used in 1 hand can be used in 2 hands, this multiplies damage by *1.2, the reverse DIVIDES damage by /1.2.
- Huge weapons don't increase damage, a giant with ST25 still does *2 cut + damage with a long axe, but his long axe will weight more than 30 pounds, if he tried to use a human long axe, it would be considered a hatchet, not a long axe, also, weapons still have max damage.
- I'm thinking of combining polearm and staff skills, but I'm not sure yet.
- Tip Slash does half the damage of a thrust, but the damage is cut ++.
- Polearms are pricier, mainly the scythe that had a cost of only $15.
- I want to make long fencing weapons poorer at parry in comparison to short fencing weapons, but don't know how, any tips appreciated.
- If a rule gave +1 damage, translate that into *1.2, if it gave -1, translate that into /1.2
- I don't know yet about edge protection
File with the tables(Revised at 10/23/2013):
http://www.2shared.com/document/z5bs...ns_Table.html?
Last edited by gilbertocarlos; 10-23-2013 at 12:33 PM.
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