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Old 07-10-2011, 10:18 AM   #13
lwcamp
 
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Join Date: Nov 2004
Location: The plutonium rich regions of Washington State
Default Re: denerfing axes

Quote:
Originally Posted by Gudiomen View Post
This has been brought up before, but axes just aren't good weapons to use, comparatively. Kromm has stated that were there to be a new edition, axes would probably all get +1 to damage. Edge protection rules from LT, mainly aimed at swords, have made axes even less attractive, Dan's conceded that axes should probably punch through mail better than balanced swords.

To make matters worse, GURPS puts a lot of the damage into ST and very little on weapons (and thus, leverage). You get little more than a damage type modifier for wielding most weapons. So differentiating between a lightweight, base heavy, long cutting surface and a massive, tip-heavy, short cutting surface gets tricky. Damage is already pretty high, compared to firearms. Regardless, that involves more complicated changes...

So, in this day and age, of LT and it's companions... would the +1 to damage still be a good idea to make axes more attractive? Alternatively, would axes ignoring the "edge protection" optional rule be a way to achieve this? Would both options be overkill?

How do we pimp axes so they become more attractive options for adventurers?

Edit: let's avoid FLAT OUT cinematic options, like the "dwarven" DF quality modifier...
Edit: correcting myself, Kromm suggested +1 to all two-handed axe/mac weapons (so, not 1-handed axes, but yes for 2-handed maces)
Note that for the same price*, you can get a standard sword or a fine axe. Thus, given the same budget you can get an axe that does +2 damage compared to the sword.

(If you are willing to fork out for a fine sword, though, you can't progress to a better quality axe. The best possible axes in bog-standard GURPS are fine quality).

Luke

* At TL 6 or less.
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