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Old 07-20-2022, 01:55 PM   #1
Shostak
 
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Location: New England
Default Re: Variable Strength Weapons

There are some interesting possibilities there, David, especially with reach.

I've been toying with ST-based damage that stays close to RAW generally but also corrects the problem that a javelin is often better used as a club by RAW. I've not worked it all out yet, and I understand that it blurs some weapon distinctions, but here's a draft:

Start with the ST-based damage listed on ITL 122. Then, assign each weapon on the list a modifier so that at the ST required for a weapon by RAW you get close to RAW damage. For instance, Club gets +1; Dagger gets +2; Rapier +3, Saber +4, Shortsword +5; Broadsword, Bastard Sword +6; Larger swords +7; javelin, spear +2. Stacking with this are bonuses for using a weapon in HTH: +1, and using a weapon 2-handed: +2, if they are able to be used that way.

A ST 9 figure will do the following RAW/House Rule:
Bare Hands 1d-3/1d-3
Club 1d/1d-2
2-handed Club 1d+1/1d
Dagger 1d-1/1d-1
Rapier: 1d/1d
Javelin: 1d-1/1d-1
2-handed Javelin: n.a./1d+1

A ST 11 figure would do:
Bare Hands 1d-2/1d-2
Club 1d+1/1d-1
2-handed Club 1d+2/1d+1
Dagger 1d-1/1d
Rapier: 1d/1d+1
Saber: 2d-2/1d+2
Shortsword: 2d-1/1d+3 = 2d-1
Javelin: 1d-1/1d
2-handed Javelin: n.a./1d+2
Spear: 1d/1d
2-handed Spear: 1d+1/1d+2

A ST 12 figure would do:
Bare Hands 1d-2/1d-2
Club 1d+1/1d-1
2-handed Club 1d+2/1d+1
Dagger 1d-1/1d
Rapier: 1d/1d+1
Saber: 2d-2/1d+2 = 2d-2
Shortsword: 2d-1/1d+3 = 2d-1
Broadsword: 2d/1d+4 = 2d
Javelin: 1d-1/1d
2-handed Javelin: n.a./1d+2
Spear: 1d/1d
2-handed Spear: 1d+1/1d+2

A ST 14 figure would do:
Bare Hands 1d-1/1d-1
Club 1d+2/1d
2-handed Club 1d+3/1d+2
Dagger 1d-1/1d+1
Rapier: 1d/1d+2
Saber: 2d-2/1d+3 = 2d-1
Shortsword: 2d-1/2d
Broadsword: 2d/1d+5 = 2d+1
Bastard Sword 1h: 2d+1/2d+1
Bastard Sword 2h: 3d-2/1d+7=2d+3 = 3d-1
Two-handed Sword: 3d-1/1d+8 = 3d
Javelin: 1d-1/1d+1
2-handed Javelin: n.a./1d+3 = 2d-1
Spear: 1d/1d+1
2-handed Spear: 1d+1/1d+3=2d-1


But when it comes down to it, this isn't radically different from just giving +1 damage for each 2 ST above what the weapon requires.
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Last edited by Shostak; 07-20-2022 at 10:49 PM.
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Old 07-21-2022, 02:27 AM   #2
David Bofinger
 
Join Date: Jan 2018
Location: Sydney, Australia
Default Re: Variable Strength Weapons

Quote:
Originally Posted by Shostak View Post
Start with the ST-based damage listed on ITL 122. Then, assign each weapon on the list a modifier [...] Club gets +1; Dagger gets +2; Rapier +3, Saber +4, Shortsword +5; Broadsword, Bastard Sword +6; Larger swords +7; javelin, spear +2
I'm not clear if e.g. a ST 9 character is allowed to choose to wield a bastard sword? If so then why use a smaller weapon? If not then you haven't changed much.

ITL 122 has a much lower slope of damage vs ST than RAW TFT weapons within a category do. If we add a fixed amount to it then we devalue ST and help make it more of a dump stat.

Quote:
But when it comes down to it, this isn't radically different from just giving +1 damage for each 2 ST above what the weapon requires.
I'm trying to reward larger ST, but I'm also trying to create a range of weapons with distinctive characteristics, e.g. a sword that is mostly for melee but can be used in HTH in an emergency.
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Old 07-21-2022, 06:31 AM   #3
Shostak
 
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Join Date: Oct 2015
Location: New England
Default Re: Variable Strength Weapons

My post was really an overelaborated look at what damage weapons should do above ST-based damage with fixing the issue with clubs.

Reach with a weapon is a factor that could add a lot of fun tactical nuance, as it does in GURPS, but TFT’s long turn length and larger hex size undermine some of that. Damage type also has a huge amount of potential for making cutting, impaling, and crushing weapons have different affects on basic damage or interact with armor differently. I’d think that weapons like maces would be more effective against armed rather than less, since they were historically employed against heavily armored opponents.
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