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#1 |
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Join Date: Jun 2013
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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! |
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#2 |
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Join Date: Mar 2005
Location: Maitland, NSW, Australia
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Reduced weight should reduce swinging damage but thrusting damage probably won't be affected.
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#3 |
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Join Date: Jun 2013
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#4 |
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Join Date: Jan 2006
Location: Central Europe
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I would also insist on using A Matter of Inches and Beats from Martial Arts. Lightness in hand weapons is not always a good thing.
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"It is easier to banish a habit of thought than a piece of knowledge." H. Beam Piper This forum got less aggravating when I started using the ignore feature |
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#5 |
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Join Date: Feb 2005
Location: Berkeley, CA
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Unclear; depends how much thrusting damage is based on the kinetic energy of the weapon itself, vs energy transfer from your arm and body. Realistically, I think the energy transfer from arm and body mostly only happens if you penetrate armor.
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#6 |
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Join Date: Jul 2009
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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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#7 |
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Join Date: Dec 2009
Location: Caxias do Sul, Brazil
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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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I've revised the Low Tech weapons table: http://forums.sjgames.com/showthread.php?t=112532 |
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#8 | ||
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Join Date: Jan 2006
Location: Central Europe
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Quote:
Quote:
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"It is easier to banish a habit of thought than a piece of knowledge." H. Beam Piper This forum got less aggravating when I started using the ignore feature |
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#9 | |
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Join Date: Jun 2013
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Quote:
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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#10 | |
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Join Date: Jun 2013
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