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Old 08-10-2023, 11:00 AM   #11
thom
 
Join Date: Oct 2011
Default Re: Long Maces

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Originally Posted by tbone View Post
But PCs who willingly choose a greataxe or maul, and just accept that Ready requirement after every attack... Pretty darn rare, I think!
Oh yeah! The player never even considered using the Great Axe without the Extra Ready option! <g>
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Old 08-10-2023, 11:25 AM   #12
Polydamas
 
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Default Re: Long Maces

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Originally Posted by The Colonel View Post
Is it my imagination, or is that going to be horribly unbalanced? Impact weapons are not famed for their agility, and sticking one on the far end of a six foot pole will surely only make matters worse.
As I said, I suspect that the print has enlarged the heads of the clubs a bit for the same reasons that Peter Jackson and manga enlarge the heads of maces and clubs (but also, most wood is not that dense!)
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Old 08-10-2023, 11:38 AM   #13
Varyon
 
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Default Re: Long Maces

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Sure, I can see that. Same with PCs who overcome the slowness with high ST.

But PCs who willingly choose a greataxe or maul, and just accept that Ready requirement after every attack... Pretty darn rare, I think!
I could see potential for a build that makes heavy use of Feint, as I believe Feint doesn't unReady the weapon. Basically, you just keep throwing Feints each round until you get a good roll, then capitalize on that to drop the foe. But I don't think such weapons tend to have enough additional damage/reach to really justify such a strategy (the reason one normally doesn't do the above - throw Feints until you get a good roll, then attack - with a more balanced weapon is because attacking twice is typically better than feinting and then attacking). But personally, my own inclination is to get rid of the ‡ designation, increase the MinST of the weapons that have it a bit (I think they typically have -1 or -2 to MinST compared to what their weight implies, so +1 or +2 - or maybe +3 or +4 if they're particularly long - should work) and just have a general rule that you can wield weapons as though you had 1.5x your actual ST (probably just for meeting MinST, not for damage) in exchange for them becoming unReady after each attack.
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Old 08-10-2023, 11:42 AM   #14
Fred Brackin
 
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Default Re: Long Maces

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Originally Posted by Polydamas View Post
As I said, I suspect that the print has enlarged the heads of the clubs a bit for the same reasons that Peter Jackson and manga enlarge the heads of maces and clubs (but also, most wood is not that dense!)
Also, the round bodies of those and similar weapons are normally hollow rather than solid metal..

I saw one such mace/morningstar used on a re-enactor show against a ballistic dummy in chain mail and it was a Swing/Impale weapon with no particular bludgeoning effect. It didn't impale deeply but it did penetrate with multiple spikes.
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Old 08-10-2023, 02:38 PM   #15
Anthony
 
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Default Re: Long Maces

Wikipedia has a nice example from a tomb: https://en.wikipedia.org/wiki/File:P...144514616).jpg. It also claims that the morning star was frequently 6' or more, though that's not a blunt weapon. If you want a long blunt weapon, I'd suggest the two-handed flail.
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Old 08-11-2023, 09:05 AM   #16
tbone
 
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Default Re: Long Maces

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Oh yeah! The player never even considered using the Great Axe without the Extra Ready option! <g>
I can only recall one player who knowingly, willingly chose a weapon with "requires Ready after swing", and that was... myself. Back in the 3e days, when a normal hand axe suffered that Ready requirement. I made an axe-fighter (with one arm, too), just for the perverse fun of saying "wow, the rules seem to make this choice a really bad idea... so let's try it." It was for a one-shot, so weird was okay. I certainly wouldn't choose a slow weapon like that for an ongoing campaign with lots of battles...
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Old 08-11-2023, 12:05 PM   #17
martinl
 
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Default Re: Long Maces

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What GURPS statistics might it have? Practically by definition it would use Two-handed Axe/Mace. Perhaps it could be added to the Great Axe and the Warhammer to complete the trio of sw+3 damage weapons of similar statistics, with cr in lieu of cut or imp.
As a GM, I'd be fine with a player using a variant of any existing sw/cut weapon that is instead a sw/crush weapon, so pick the one you want.
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Old 08-11-2023, 12:12 PM   #18
Verjigorm
 
Join Date: Jan 2005
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Default Re: Long Maces

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Originally Posted by tbone View Post
I can only recall one player who knowingly, willingly chose a weapon with "requires Ready after swing", and that was... myself. Back in the 3e days, when a normal hand axe suffered that Ready requirement. I made an axe-fighter (with one arm, too), just for the perverse fun of saying "wow, the rules seem to make this choice a really bad idea... so let's try it." It was for a one-shot, so weird was okay. I certainly wouldn't choose a slow weapon like that for an ongoing campaign with lots of battles...
I've made a few characters who use those sort of weapons. Typically they end up using armed grapples more than the swing...
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Old 08-11-2023, 02:08 PM   #19
Sir Tifyable
 
Join Date: Sep 2010
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Default Re: Long Maces

There is a whole rack of morningstars with 6-8' shafts in the Landeszughaus Graz.

If you get a chance, visit it.It's awesome. It's a city armoury which kept all the weapons and armour that was issued to the city's army when defending Graz from the Ottomans.
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Old 08-12-2023, 11:35 AM   #20
William
 
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Default Re: Long Maces

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Originally Posted by Sir Tifyable View Post
There is a whole rack of morningstars with 6-8' shafts in the Landeszughaus Graz.

If you get a chance, visit it.It's awesome. It's a city armoury which kept all the weapons and armour that was issued to the city's army when defending Graz from the Ottomans.
That's neat, the depictions are one thing but I'm happy there are extant examples. I wonder if I can find a photo.

I found https://www.museum-joanneum.at/en/st.../morning-stars , which shows the head, and the text indicates that the total length is about 250cm. You could call it just a typical spiked mace head, but honestly, those spikes seem long enough to do imp if you wanted to claim it!

Also interestingly, these were apparently all made by one guy, quickly, and used to equip peasant conscripts (I'm assuming the "well-armed mercenaries" didn't need them). So this would presumably be the kind of weapon a mass of hastily organized infantry would get, not a professional warrior. Maybe a PC would use it if his background has him starting out like that.

Well, this has been an interesting dive. I also bought the Fantasy Tech pdf mentioned earlier. Thanks everyone!
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