|
|
|
#5 | |
|
Join Date: May 2013
Location: Tyler, Texas
|
Quote:
Obviously your mileage may vary. However, some TFT weapons use a bell curve for damage; some don't. That has always bugged me (and apparently no one else on the planet). Also, this table tries to address the problem you noted in another thread - high levels of armor protection. A bell curve will often exacerbate that problem, particularly where the average damage is less than the fixed protection level. As noted in that thread, a 2d broadsword will damage a figure who stops 9 hits 1/6 of the time. A d12 will damage them 1/4 of the time. That seems to address your complaint, to some extent. And as noted, you can calibrate the damage to be more or less variable. A d12 can be replaced with 1d10+1. Or 1d8 +2. Or 1d20-4. All average 6.5 points of damage per hit. You could also decide that hafted weapons (for instance) are more variable than swords. Or vice versa. So a Battleaxe does 1d20, while a Greatsword does 1d12+5 and a 2 handed sword does 1d10+4, for instance. |
|
|
|
|
| Thread Tools | |
| Display Modes | |
|
|