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#1 | ||
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Join Date: Sep 2010
Location: Mannheim, Baden
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Dalillama is also right about the weapons/arms race. If not for firearms these things would have kept a constant presence on battlefields. As it were they held on longer than you'd expect. Game-mechanically I'm trying to strike a balance between realism and efficiency here, but I'm not there yet. Thanks for helping me get closer, though.
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My GURPS and mapmaking blog: The Blind Mapmaker Last edited by Blind Mapmaker; 05-29-2023 at 02:13 PM. Reason: Grammar |
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#2 | |
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Join Date: Feb 2005
Location: Berkeley, CA
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The actual weapon use picks have much shorter spikes than an agricultural pickaxe. At a guess, this is to make it strong enough to be useful against armor, and reduce the chance of getting stuck in things. Honestly, the GURPS pick is probably more accurate to a pickaxe than to an actual pick, which would have better performance against armor and lower wounding. |
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#3 |
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Join Date: Apr 2005
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I've spent entirely too much time using a pickaxe/mattock for gardening, breaking concrete, etc. Admittedly, non-combat uses, but enough that I have a good sense of the tool's balance, reach and heft compared to actual weapons or weapon-like objects I've used in sport melee combat.
For simplicity, treat a pickaxe as a Warhammer. Despite the name, it actually does sw/imp damage and appears to be a weaponized pickaxe with sharper points. (What most people think of as a warhammer is what GURPS describes as a Maul. The warhammer looks like a militarized version of large miner's pick.) The pick described in GURPS Basic, LT, MA, etc. is a smaller, one-handed weapon which looks a bit like a weaponized mason's hammer or rock pick but with a slightly longer handle. What most people think of as a pickaxe is actually a pickaxe/mattock or pickaxe/adzes (depending on the exact shape of the non-pick end). It's actually what the Assyrian on the far left is using in the picture that Anthony referenced. These sorts of tools can be treated as a Warhammer which can be turned 180 degrees to do sw/cut damage like a Greataxe. Due to duller edges/points and design optimized for all-out attacks (strong) against unsuspecting bits of rock or earth, a garden variety pickaxe or pickaxe/mattock can be treated as Improvised (-1 to hit & damage) if you carry it into battle. If you take off the head, a pickaxe, etc. handle turns into a handy unbalanced club. Treat it as a Round Mace with no penalties for being an improvised weapon. If you're using an ordinary pickaxe to break rock, it should get Armor Divisor (2) vs. stone and similar materials. |
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#4 | |
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Join Date: Feb 2005
Location: Berkeley, CA
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#5 |
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Join Date: Jun 2022
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#6 |
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Join Date: Nov 2004
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#7 |
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Join Date: Aug 2004
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Action 5 p29 covers pickaxes. Kind of.
A pickaxe falls under Two-Handed Axe/Mace, along with felling axe, broad axe, and splitting maul. Those weapons get Weapon Table entries with TH penalties noted (none for felling axe, -3 for broad axe and splitting maul). A pickaxe is described as "clumsy" but gets no Table entry, and no TH penalty is noted. Suggested damage is the same as a great axe (sw+3 cut) for an edge or a warhammer (sw+3 imp) for a spike. (Those would be older damage stats from BS, not the newer sw+4 stats from Low-Tech, etc.) Weight is noted as between 8 and 15 lbs.; I'd think higher weights would call for more damage, but that's not given. I'll suggest this: Treat a pickaxe as a combo great axe/warhammer. Stats (using more modern damage stats): 8 lb.: sw+4 cut / sw+4 imp, ST 12‡ 10 lb.: sw+5 cut / sw+4 imp, ST 12‡ 12 lb.: sw+5 cut / sw+5 imp, ST 13‡ 15 lb.: sw+6 cut / sw+5 imp, ST 14‡ (That's applying some of my own house rule stuff for modifying weapons; feel free to tone down those higher damages, or boost ST a bit.) All are clumsy. (I'd go with the common -1 TH; -3 seems extreme to me. Then again, a pickaxe's exceptionally long head does look unwieldy...) To remove the "clumsy" penalty, pay for a pickaxe that's a proper weapon/tool combo. I don't think there's a single rule somewhere covering this. As possible models to follow, the combo axe/shovel ("combat shovel") and hand weapons that double as climbing tools (Climber's modifier) come to mind. But those are for DF/DFRPG, and aren't necessarily realistic... (But if this is for a fantasy game, you could just waive any "clumsy" stuff. The character uses a warhammer with all normal stats; it happens to look like a pickaxe.)
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T Bone GURPS stuff and more at the Games Diner: http://www.gamesdiner.com RSS feed | Site updates thread | Twitter/X: @Gamesdiner (dormant until the platform is well again) (Latest goods on site: No Big New Content of late, but the blogroll has returned to the sidebar, this page collects content edits/updates, and this page hosts minor notices and side thoughts of the sort that used to go to Twitter/X.) |
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#8 | |||||||
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Join Date: Sep 2010
Location: Mannheim, Baden
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First off, thanks to everybody for chiming in. This is really the forum at its best.
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Thanks again everybody. This has been a most useful exercise!
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My GURPS and mapmaking blog: The Blind Mapmaker |
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#9 |
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Join Date: Aug 2004
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Ah, you're right, it does say "-3". One of those things I missed while looking right at it.
I'm drawn toward a simple -1 instead, simply as it's the penalty used here and there for camp hatchets and hammers, machetes, crowbars, and other tools that take a penalty when used as weapons. But Action 5 does like to place larger penalties on a lot of things.
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T Bone GURPS stuff and more at the Games Diner: http://www.gamesdiner.com RSS feed | Site updates thread | Twitter/X: @Gamesdiner (dormant until the platform is well again) (Latest goods on site: No Big New Content of late, but the blogroll has returned to the sidebar, this page collects content edits/updates, and this page hosts minor notices and side thoughts of the sort that used to go to Twitter/X.) |
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#10 |
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Join Date: Sep 2010
Location: Mannheim, Baden
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Okay, here's my take based partly on both editions of Low-Tech, Action 5 and everybody's contributions.
Let's start with what most people think of, when they hear pickaxe: I'm starting with weight 7 lbs. and TL 2 from LT for 3rd Ed. The price of $18 seems low compared to adze and tool-grade hand-axe that both weigh in at more than double that. Weight and two-handed nature put it in a similar position to the warhammer as Action 5 and several posters point out. LT (for 4th Ed.) gives sw+4 imp, ST 12‡ and a nice round price of a hundred bucks. The Cheaply Balanced option brings this down to $40 and already gives a -1 to skill, not only to hit, so it'll reduce parry for any even skill level. I would agree with Pursuivant that damage should be reduced by one since it's not really meant for combat use. I'd call that a wash price- and weight-wise since it does have tool use instead. I'll also lose the bonus for targeting chinks in armour since it's not a weapon of war - the high damage should make it useful still. Adding in an armour-divisor of (2) vs. stone is really niche in most cases, but you never know when you run into a golem. It balances out IMHO. Low-Tech Companion lets us add an axe blade to the warhammer for a pound and $30. Since the actual pickaxe already has something like that and it is not technically a full-size axe blade, I'll split the difference and use half that. I'm also a little uncomfortable with straight great axe cutting damage, because of the really small and perpendicular blade. So I'm using the Long Axe (more historical anyway) instead and reduce the damage by one again for sw+2 cut. So I end up with the following stat-line for : Pickaxe (pick side): Damage: sw+3 imp | Reach: 1, 2* | Parry: 0U | Cost: $46 | Weight: 7.5 lbs. | ST 12‡ | TL 2 Pickaxe (axe side): Damage: sw+2 cut, rest the same. May get stuck. Changing side takes a ready action. I think the cost is likely too high and I'd drop that to $40 or even $30 (if you're at TL 8 that seems to fit the home depot prices). I'm not too sure about reach either: 1, 2* seems high for stuff that averages about a 90-95 cm length. Maybe Pursuivant has a better idea whether that fits? Not that it is a huge thing game-wise with the necessary ready action. Now for the one-handed mining tools that may have been more common in ancient times and were still in use right up to mechanised mining. You can see these here, here and here (one earthsci.org link, two wikipedia ones). I call this one a Miner's Pick since I'm not sure about the English name (the German word is Keilhaue and no I didn't know about this before doing some research): I'll take the GURPS pick from LT as the basis and add Cheaply balanced for -1 to skill. I'd say it is less unwieldy so you could probably go with just -1 to hit instead, but that seems a little confusing and would make it more expensive than the pickaxe. The damage is reduced by one (those Horseman's Picks look quite a bit heftier in the head) and the bonus for targeting chinks in armour falls alongside. So I get this: Miner's Pick: Damage: sw imp | Reach: 1 | Parry: 0U | Cost: $28 | Weight: 1.5 lbs. | ST 10 | TL 2 May get stuck. Not completely sure about the TL, but metal tools should probably stay in TL 2 or be an advanced TL 1 technology. Adjust price to match the pickaxe. In conclusion: the Pickaxe would be a nice if dangerous choice for a slave rebellion facing armoured foes. You'd have to rely on your dodge score. The Miner's Pick is considerably less interesting against anybody wearing more than token armour, but you can use an (improvised) shield together with it. Once you got ST 12 or more it looks quite nice again. Thoughts or comments are very welcome. Thank you, folks!
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My GURPS and mapmaking blog: The Blind Mapmaker Last edited by Blind Mapmaker; 05-30-2023 at 10:55 AM. Reason: corrected Miner's Pick damage |
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