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Old 01-11-2017, 07:40 AM   #1
Tomsdad
 
Join Date: Jan 2010
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Default Re: KYOS - getting rid of thrust and swing damage

For me the biggest system benefit the Sw/Th distinction gives is that it helps distinguish different ways of using weapons that could be both swung and thrust.

However that could be replaced by simply recognising the difference in what ever unified system that replaced it.
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Old 01-11-2017, 08:55 AM   #2
Leynok
 
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Default Re: KYOS - getting rid of thrust and swing damage

It would be easy to do honestly. Just change all instances of a thrust attack to dealing 2 damage less than what is printed (assuming you keep with the 10 ST = 1d formula).
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Old 01-11-2017, 11:09 AM   #3
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Default Re: KYOS - getting rid of thrust and swing damage

My big problem with the Thr/Sw system is that the damage progression isn't a pattern that can be defined with one mathematical equation. ST below 10 has its own thing, and once you get to a certain point the damage only changes at multiples of 5, and then at another point it's a different pattern at multiples of 10...

It's super confusing. But I do like having a distinction between Thrust and Swing. I like that a swing weapon at normal ST levels is going to do a fair amount more than a thrust weapon. It makes sense to me that if I swing a baseball bat as an attack, I'm going to do far more damage than if I thrust it.

I don't think just having one damage progression and then saying thrust equals that progression -2 will work... it's not enough of a difference at high ST, and it'll mean there's no good reason to bother with a swung weapon for high damage when a thrusting weapon will do almost as much and might have other benefits that a swung weapon wouldn't have.

I like that there are considerations to make.

This is of enough interest to me, that I'm going to spend some time at work trying to figure out what I would do (and might implement in my current campaign). I'll post the results if you're interested.
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Old 01-11-2017, 12:07 PM   #4
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Default Re: KYOS - getting rid of thrust and swing damage

Quote:
Originally Posted by Leynok View Post
It would be easy to do honestly. Just change all instances of a thrust attack to dealing 2 damage less than what is printed (assuming you keep with the 10 ST = 1d formula).
That is, in essence, what I'm proposing. For instance, Greatsword (sw+3 cut/thr+3 imp) would change to Greatsword (+3 cut/+1 imp).

Quote:
Originally Posted by kdtipa View Post
My big problem with the Thr/Sw system is that the damage progression isn't a pattern that can be defined with one mathematical equation. ST below 10 has its own thing, and once you get to a certain point the damage only changes at multiples of 5, and then at another point it's a different pattern at multiples of 10...
That's one of the things fixed by Know Your Own Strength.
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Old 01-11-2017, 12:28 PM   #5
Ulzgoroth
 
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Default Re: KYOS - getting rid of thrust and swing damage

Thrust vs. Swing as an attack type matters for unarmed parries (Basic Set) and for fighting in confined spaces (Underground Adventures). I think you need to be using a thrust attack to hold back a charging enemy too (Martial Arts?)

None of which requires keeping Sw/Thr in the damage codes. But distinguishing which sort of movement an attack mode involves does matter for a few things.
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Old 01-11-2017, 12:32 PM   #6
kdtipa
 
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Default Re: KYOS - getting rid of thrust and swing damage

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That's one of the things fixed by Know Your Own Strength.
What about ST below 10? Is damage for ST 1, 1d-9? I'm actually curious because I'm not familiar with KYOS
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Old 01-11-2017, 12:37 PM   #7
Anders
 
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Default Re: KYOS - getting rid of thrust and swing damage

Yeah, but there are workarounds. Small creatures are not actually incapable of hurting people.
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Old 01-11-2017, 04:23 PM   #8
Tyneras
 
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Default Re: KYOS - getting rid of thrust and swing damage

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Originally Posted by Anders View Post
Yeah, but there are workarounds. Small creatures are not actually incapable of hurting people.
Part of that issue is the 1 HP level of granularity. Dozens of 0.25 HP bites would be very scary, but awkward to model.
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Old 01-11-2017, 04:32 PM   #9
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Default Re: KYOS - getting rid of thrust and swing damage

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Yeah, but there are workarounds. Small creatures are not actually incapable of hurting people.
The damage mechanism in KYOS is fairly improbable for any ST outside of the range of maybe 5-20.
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Old 01-11-2017, 04:42 PM   #10
Anders
 
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Default Re: KYOS - getting rid of thrust and swing damage

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Originally Posted by Anthony View Post
The damage mechanism in KYOS is fairly improbable for any ST outside of the range of maybe 5-20.
I think it can work, but you have to rework the bonuses for Weapon Master/Karate-Boxing-Brawling/Hooves/etc. from +1/+2 per die to +1/+2 period. What is your experience with it?
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