Quote:
Originally Posted by tbeard1999
Something I’d like to avoid if at all possible is a damage spread that results in weapons doing zero damage. Since we don’t have readily available 14, 16 and 18 sided dice, I had to use d20s and do a little subtraction for the 2h sword and 2h bastard sword. My suggestion of using 1d20-7 for daggers was somewhat frivolous. Anyhow, most weapons do not subtract points.
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Of course they don't subtract damage. Did you think the TFT rocks at 1d-4 were for healing?
Quote:
Originally Posted by tbeard1999
The sha-ken is an odd case - the d6-2 is tedious if you fling a bunch of them. To be mathematically correct, you have to subtract 2 from each die. So if you hit with 5 of then you can’t simply roll 5 dice and subtract 10. (An easy, though somewhat unintuitive solution is to roll 1d per sha-ken. A 5 or 6 does no damage; a 1-4 does the indicated amount of damage,) Mathematically a d4-1 would produce almost the same average damage (1 2/3 is the average damage with d6-2; -1 damage is functionally the same as 0 damage). But I just didn’t like it for some reason. And the non intuitive fix above works just fine,
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Sha-ken are odd. Rolling d4 for them seems humorously appropriate since d4 are also little annoying spikey things. The main problem I have with sha ken though is that they do too much damage against unarmored people for what they are (and their zero minST) especially when thrown in a handful (12 sha-ken hits average 20 damage against armor 0, 12 damage against armor 1), and also especially if a GM allows something to increase their damage - e.g.
fine sha-ken. Yeah it's at -8 DX plus range to hit with 12 at once, but my main objection is the damage to unarmored people for what they are, and it isn't impossible to get over the DX penalty, especially with halfling madness - a halfling can
start with DX 18, 21 with thrown weapons, and some GMs would let them
also take Thrown Weapons, for a starting character with adjDX 23 to throw. Then there's the Aid spell... and the 20 average damage might not be so hard to achieve after all. I'd probably limit sha-ken damage (especially when thrown more than one at a time) to 2 points max final damage per sha-ken.