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Join Date: May 2013
Location: Tyler, Texas
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TFT more or less treats edged weapons and hafted weapons the same. They do about the same damage at given ST levels. In ITL, I think hafted weapons weigh more and cost a little less, but that's it.
For no particular reason, I'd like to tweak the rules so that there are some meaningful differences between edged weapons and hafted weapons. So here's a list of possible tweaks. 1. Reduce hafted weapon damage by 1 point. Classify them as BASHING WEAPONS. Bashing weapons will cause a normal figure to be staggered (i.e. suffer -2 to DX) if the figure takes 5+ hits BEFORE armor is considered. A normal figure will be knocked down if it takes 8+ hits BEFORE armor is considered. The knockdown rule may be too powerful; I haven't playtested it so I don't know. You could change the bash rule so that 8+ damage taken before armor will cause a -4 to DX instead of knocking the target down. Or only allow a -2 DX when the figure takes 5+ points of damage before armor. 2. Perhaps swords generally do more damage, but Hafted Weapons are a little easier to use. Reduce hafted weapon damage by 1 point, but make the Ax/Mace talent only cost 1 IQ point. Alternatively, reduce hafted weapon damage by 1 or 2 points, but allow a +1 DX when using them. 3. Morningstars/flails could be reduced in damage, but allowed to ignore shields. 4. Are hafted weapon shafts more vulnerable to breaking in combat? If so, a 16+ could be a broken ax/mace. Thoughts? Other suggestions? |
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