The getting stuck rule
is helpful sometimes. It's mostly disadvantageous when fighting people you can one shot anyway or if you lose the pick or don't have it in hand when you need it because it's stuck in an enemy.
The other aspect is that in addition to a balancing mechanism the getting stuck rules provides mechanical interest. Though distant blow at least doesn't totally remove it like graceful weapon and quick-draw do to whatever they apply to.
Quote:
Originally Posted by vierasmarius
EDIT: Reviewing the Pick rules, they leave something to be desired. It would make most sense if the difficulty of extracting a stuck weapon was based on how much damage it dealt, and perhaps what sort of armor it encountered. Let's see... a ST 10 man deals 1d+1 imp with a one-handed Pick, with each +1 ST adding +1 damage. It would take reality testing, but I could see rolling ST+(6-rolled damage), though maybe ignoring damage that's blocked by flexible armor (since it is less likely to bind the pick). An average blow could be extracted some 75% of the time, but a high damage roll or All-Out Attack would be more difficult. If that seems too rough, and you feel there should be a greater benefit for high ST, make it something along the lines of ST+(4 - 1/2 rolled damage). The damage bonus for Weapon Master or a Fine Pick could probably be left out of this equation, increasing injury without making the weapon harder to recover. And of course, using two hands should add a ST bonus.
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Yeah those rules could use some improvement. It's also weird that no one, no matter how strong and no matter what material they are attacking, can extract a pick with less than a second.