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Old 09-22-2010, 03:47 PM   #9
gilbertocarlos
 
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Join Date: Dec 2009
Location: Caxias do Sul, Brazil
Default Re: Making two-handed weapons more interesting.

Quote:
Originally Posted by Mathis View Post
The extra reach is nice and equalizes things but its not always possible to retreat, and even though a retreating man with a polearm has higher dodge compared to a man with a shield, the shield guy still has higher parry, which should be the melee specialists primary defense.

Weight is also in the favor of two-handed weapons (because of breakage), but for a adventurer, they also have a lot of things going against them. Especially in narrow skaven tunnels or in Imperial cities (where a halberd is a lot harder to hide than a broadsword)

The thrust damage was included for completion, we are currently in the 100 character point range, with two warriors with strength 13 + striking strength.

Can't really see who could make a two-handed thrust damage attack with ST 17+ though, maybe some high strength monsters.
Of course there won't be always possible to retreat, but most of the times will, and these times you will make them regret having only reach 1, also, since it is a dueling polearm, it will be unbalanced, for this reason, the dodge instead of parry, but if they fought against someone with a greatsword, the guy could parry with retreat for +1.

If they have, let's say, ST13, and 2 levels of striking ST, this would result in 2d+2 with a sword, but 3d+1 with a dueling halberd, if they find an enemy with heavy armour, the 1d-1 extra damage will surely help.

Against Shields there is also the Close combat rules, who says that at close combat, you have -DB of skill.

And you don't need to make 2H weapons better in everything, just make them as useful as 1H, with they already are.
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