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Old 07-10-2011, 09:17 AM   #1
cybersamurai
 
Join Date: Oct 2004
Default Re: denerfing axes

In my current campaign, I am using the "edge protection" rules from low tech. However, I only apply it to balanced cutting weapons such as swords--not to axes. I know that the debate of slash/cut vs chop has been done to death, so I do not want to get into it. So far this house rule has provided a good game play balance in my campaign. Just my two cents
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Old 07-10-2011, 09:25 AM   #2
vierasmarius
 
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Join Date: Nov 2009
Location: Oregon
Default Re: denerfing axes

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Originally Posted by cybersamurai View Post
In my current campaign, I am using the "edge protection" rules from low tech. However, I only apply it to balanced cutting weapons such as swords--not to axes. I know that the debate of slash/cut vs chop has been done to death, so I do not want to get into it. So far this house rule has provided a good game play balance in my campaign. Just my two cents
For those who don't want to go that far, perhaps axes would only face 1/2 of the Edge Protection? So they'd have to exceed 150% of the target's DR, rather than 200%, to gain the cutting modifier. This may be too complicated for some though...
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Old 07-10-2011, 09:53 AM   #3
Bruno
 
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Default Re: denerfing axes

For what its worth, even with Edge Protection rules in play, the sheer cheapness of axes makes them still very attractive. Though of course not for their role in penetrating armour, so if you were looking for that, it's not so good.

Low Tech does implement the increase in the damage of basic set two-handed axe/mace weapons by +1 right across the board. I've further increased the damage of the Two-handed Axe by 1 in my game (and probably will any other double-dagger weapon), but have yet to see it tested in play.

Something else I've toyed with (but not fully tested) is changing the damage bonus on axes from the traditional flat plus to a dice equivalent - this means that per-die modifiers like Mighty Blows, All Out Attack and Weapon Master are scaled up for the weapon. It also gives potentially higher maximum damage, but lower minimum damage so may not be quite what you're looking for.

A "half version" would be to give axes an extra "virtual" die purely for the purposes of calculating per-die bonuses. Completely untested here.

I believe at least one forum member gives balanced cutting weapons a (0.5) armor divisor as an alternative. So instead of denerfing axes he nerfs swords and similar weapons.
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Old 07-10-2011, 05:04 PM   #4
Johnny Angel
 
Join Date: Nov 2008
Location: Pennsylvania
Default Re: denerfing axes

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Originally Posted by vierasmarius View Post
For those who don't want to go that far, perhaps axes would only face 1/2 of the Edge Protection? So they'd have to exceed 150% of the target's DR, rather than 200%, to gain the cutting modifier. This may be too complicated for some though...
I've considered doing this. I haven't tried it out yet though to see how well it works.
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Old 07-11-2011, 03:43 AM   #5
Ultraviolet
 
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Join Date: Apr 2008
Location: Århus, Denmark
Default Re: denerfing axes

In our 'Song of Ice and Fire' campaign the knights like to use heavy mail, and also stack with plate when they can get away with it. But even against foes in light mail (well, standard DR4 mail) they have a hard time penetrating, since we use Edge Protection rules.

But we also use house rules where axes are set to to Cut+ damage, wich means some armour types have reduced DR vs them, to simulate the better penetration ability.
Same goes for flanged maces and the like which to Cr+ with specific DR reductions like above, as compared to clubs, round maces, quarterstaffs which still just to Cr.

I think the original idea of this came from Icelander, and we stole it and bastardized it for out own use. Thanks/Sorry.
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