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Old 09-22-2010, 04:41 PM   #10
Mathis
 
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Join Date: Jul 2010
Location: Sønderjylland, Denmark
Default Re: Making two-handed weapons more interesting.

Quote:
Originally Posted by gilbertocarlos View Post
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.
Well maybe you're right and the duelling halberd is good enough as it is. If only the rest of the two-handed weapons were as useful.

Quote:
Originally Posted by gilbertocarlos View Post
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, which they already are.
Had forgotten about shields in close combat, but reach 2 two handed weapons are quite hampered in close combat too (they are of course easier to drop)

I just feel that in situations where 1. you can retreat 2. you can swing your giant axe/sword/halberd and 3. you have managed to bring your polearm along, the warrior with the two handed weapon should be at a greater advantage. There must after all have been a reason why people abandoned shields in the late medieval period (my only source for this is GURPS martial arts fluff).

That said I have actually been convinced that my houserule would require a revision of most of the two handed weapon/polearm stats.
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