From
https://forums.sjgames.com/showthread.php?t=193088
Quote:
Originally Posted by Drakenbow
Yes, I noted this was discussed in at least two different threads over five years, but I wish to beat the 'dead horse' about it.
In the Legacy core rules, p.18 & p.24, and again mentioned on p.135, the Magic Fist and Fireball spells do a minimum damage equal to the amount of ST up to three ST for a minimum of 3 damage. This however is not mentioned on p.108 for rolling for damage (not really an issue since it is clearly mentioned in three other places at least).
In the weapons chart p.109-110 has various weapons with a minus to the dice.
Note that the Rapier will one die damage for a minimum of 1 point of damage, while the Saber does 2-2. This is a range of 0 to 10. Sure the Saber does more topside, but why would hitting with what is meant to be a superior weapon doing less?
Look at the Bastard Sword. One-handed it does 2+1 for a minimum of 3 points. Yet using it two-handed it now does less with 3-2 dice, for 1 point minimum?
I find this disjointed for weapon damage progression that some end up being potentially inferior on the minimum when a hit was scored. To me and pulling from under Armor and Shields on p.108, that isn't being successful.
The way I am extrapolating from the Missile Spells would be that the number of dice rolled is the minimum a weapon hit.
This definitely increases the serious nature of multiple shakens against an unarmored foe. The damage range would be 1 to 4, average of 2 points if one considers the minimum of 1 damage (rolling 1 to 6 would be 1, 1, 1, 2, 3, and 4).
The Bastard Sword would one-handed do 3 to 13, and two-handed would do 3 (no back slide) to 16. Progression puts the twohanded sword at 3 to 17.
When I think hit, I think some kind of damage. The mitagating factor ends up being armor which goes a long way when that high DX character throws six shaken your way.
I noted a few people thinking 1 minimal damage on a hit, others stick with a zero is a zero. When contemplating the Missile Spells minimum damage rules, does anyone feel different about weapon minimum damage?
Thanks
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I moved this to House Rules, to discuss this further.
Quote:
Originally Posted by Drakenbow
In the weapons chart p.109-110 has various weapons with a minus to the dice.
Note that the Rapier will one die damage for a minimum of 1 point of damage, while the Saber does 2-2. This is a range of 0 to 10.
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OK, for those who are frustrated that after doing the subtractions, a weapon that HIT might do no damage before armor. You might feel that it should do something.
So perhaps any 0 point DAMAGE could become 1 point Fatigue damage. Consider it hitting with the flat of the blade. You know, a big bruise. It's not healable, and it disappears after a 15 minute rest. And any armor can stop it.
This way you get something that is not a permanent damage, but still can consider you actually did something.