|
|
|
|
|
#1 |
|
Join Date: Sep 2004
Location: Canada
|
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.
__________________
All about Size Modifier; Unified Hit Location Table A Wiki for my F2F Group A neglected GURPS blog |
|
|
|
![]() |
| Tags |
| low-tech, weapons |
|
|