Quote:
Originally Posted by Chris Rice
I'd like a system that incorporated these ideas without too much extra rules overhead. The idea that a weapon would be chosen for a specific purpose or situation appeals to me. So if your warrior is facing a heavily armoured knight, he'd be better to take that warhammer from his belt. If facing a horde of unarmoured goblins he'd be better of with a sword. If charged by a wild boar he'll wish he had a spear, and so on.
I think it will require more than just fiddling with damage values to achieve this which was why I liked the "Bash" idea.
What about something simple like this:
Swords do +1 damage per die against bare flesh or cloth.
Axes do +1 damage per die against shields (or things made of wood)
Maces and Hammers either: ignore armour as far as the results of reactions to injury results are concerned (Bash) or do +1 damage per die against heavy armour.
Spears do double damage against beasts and large creatures.
Just some rough ideas at this point for consideration and comment.
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OK...so different weapon classes (sword, axe, hammer) would have damage bonuses or penalties against different armor types (maybe flexible, mesh, rigid)? Flexible would be none, cloth and leather. Mesh would be chain mail and (maybe) half plate. Rigid would be plate and (maybe) half plate. Would you still use a version of the bash rule?