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#11 |
Join Date: Aug 2004
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I've asked this question on the forum long ago, and have even asked medieval combat enthusiast forums somewhere out there: What's the combat reason (not social, monetary, etc. reason) to select a mace over an axe?
I don't recall I ever got a solid reason. Maybe a mace just doesn't have a battlefield advantage over an axe, and that's that. But Bruno makes a good point: if the goblin is making skull hits, GURPS gives maces the same damage multiplier as an axe. The game also gives a mace better base damage for its weight than it gives an axe, so in a GURPS reality, that goblin actually knows what he's doing! More broadly, though, I don't see much combat reason to choose the mace. Mebbe the powers of blunt weapons should be boosted a bit: say, tweak the rules to create more of a gap between sharps & blunts in terms of knockback. Or boost the knockout potential of blunt weapons on skull/face/head hits: say, x1.5 damage for blunts, or x2 if a dedicated "KO" weapon like a cosh, only for the purpose of determining a major wound to check for knockdown/stunning/KO. That latter bit may or may not be realistic, but it fits a common game system (and fiction) concept of extra knockout potential for blunt weapons to the head.
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#12 | |
Join Date: Aug 2004
Location: Wellington, NZ
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Rupert Boleyn "A pessimist is an optimist with a sense of history." |
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#13 | |
Join Date: Aug 2004
Location: Wellington, NZ
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The rear axehead and the full-sized spearhead add 2 lbs, making this a 7 pound axe-mace. It also costs another $70, bringing it to $120. It minimum ST rises to ST13. It's also at -2 to hit should it be thrown, and as one of the nice things about maces (that you don't have to concern yourself with keeping the pointy/cutty face towards the target when attacking) is gone, I'd rule a -2 familiarity penalty for using the thing until that's trained off.
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Rupert Boleyn "A pessimist is an optimist with a sense of history." |
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#14 | |
Join Date: Dec 2009
Location: Saint Paul, MN
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I'd say the main reason to keep it is the fun of role-playing it. Sounds like you're already having a blast with the concept. The only two situations where I might worry about it would be if you have other martial PCs in the group who are overshadowing you or if the GM balances encounters for some sort of theoretically DPS-optimized group. In either case, you may want to talk to the GM about options... perhaps purchasing an enchanted mace or going on a quest to find a legendary one. One of my players in a beginning DFRPG game has been using Kromm's Lucky the Agile Goon sample character who fights with a club rather than a sword. He hasn't missed the cutting or impaling multipliers at all. His gleeful club jokes during combat are a highlight of every game for the rest of us. This is one of the advantages that tabletop games have over CRPGs—there's not as much pressure to optimize at all costs. |
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#15 | |
Join Date: Mar 2006
Location: Iceland*
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Za uspiekh nashevo beznadiozhnovo diela! |
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#16 | |
Join Date: Aug 2004
Location: Wellington, NZ
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Rupert Boleyn "A pessimist is an optimist with a sense of history." |
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#17 | |
Join Date: Mar 2013
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Also anecdotally I know a guy who does mediaeval combat recreation and they banned maces because it was too difficult to avoid causing serious injuries. |
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#18 |
Join Date: Sep 2004
Location: Canada
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Most species have a way of fighting among themselves without causing lethal injury (in humans, this is hitting with the fists) and a second way of fighting among themselves murderously. For the human-on-human murder-fight, the downward blow with a tool from above down onto weaker crown of the head (or neck and shoulders) of your opponent is the instinctive preference [1]. It's been the go-to since we figured out how to swing an antelopes thigh bone in anger, and was just encouraged by our developing more dangerous bashing weapons.
Maces obviously are bad to be hit by anywhere on your body but human skulls are weaker than other similar sized animals (such as the pig), and are disproportionately large targets. I suspect the biggest "advantage" of the mace, in the end, is that we understand their danger on an instinctive level and so we just like them. Our brains have used culture to come up with vastly more superior kinds of weapons, just as we've come up with more dangerous hand-to-hand fighting styles than grabbing-and-biting or thumping each other over the head with our fists. But clubs remain stubbornly popular just as thumping each other and biting each other remain still in use. [1] For adults and older children. Younger children fight like chimps: grabbing on and biting. As do some adults, we don't always grow out of infantile behavior.
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#19 | |
Join Date: Aug 2004
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In the end, I think non-combat blunt weapon advantages are going to be cost, ease of care, cultural symbolism, legality, etc. – all things discussed somewhere in the forums. As for combat advantages... Well, there may not be any in the game (other than edge cases like targets that take extra damage from blunt weapons, or cases in which you specifically want a weapon that delivers mace damage and no more). If we wanted to get more fiddly, I think it'd be possible to play with knockback and with knockdown/stunning/KO, as I mentioned; the issue of edge alignment, as Icelander mentioned; and, I suspect, the fact that any weapon stabbing/slicing into a target, not just a pick, could get stuck at times (even if only long enough to, say, prevent a quick parry after an attack). Little things like that would all provide some minor advantages to blunt weapons. But the fiddly factor gets pretty high!
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T Bone GURPS stuff and more at the Games Diner: http://www.gamesdiner.com Twitter: @Gamesdiner | RSS: here ⬅︎ Updated RSS link | This forum: Site updates thread (occasionally updated) (Latest goods on site: Dumping out the loot sack: More rules and tools for GURPS Dungeon Fantasy thieves. Power-ups, gear, and unfinished ideas.) |
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#20 | |
Join Date: Aug 2004
Location: Wellington, NZ
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Here's a suggestion: Have a new weapon modifier that's only for curshing-only melee weapons and gives them the same benefits of 'fine' that axes get, for the same cost. We can call it 'Goblin Made'. Goblin Made*: -1 to odds of breakage and +1 to crushing damage for a melee or thrown weapon. Any crushing-only melee or thrown weapon: +9 CF.
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Rupert Boleyn "A pessimist is an optimist with a sense of history." Last edited by Rupert; 07-14-2018 at 09:59 PM. |
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dungeon fantasy, mace |
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