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Old 12-27-2018, 08:55 AM   #1
hcobb
 
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Default 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.
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Old 12-30-2018, 01:47 PM   #2
hcobb
 
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Default 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?
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Old 12-30-2018, 03:05 PM   #3
Skarg
 
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Default Re: The Maul Staff

Quote:
Originally Posted by hcobb View Post
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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