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11-15-2020, 02:58 PM | #1 |
Join Date: Jan 2015
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Which optional rules do you use for muscle-powered weapons and armors?
I'm referring to optional rules (or house rules) about adjusting muscle-powered damage, weapon types, armor types and how they interact with each other. Like KYOS for adjusting damage, Armor-Piercing Weapons, Blunt Trauma and Edged Weapons and unofficial solutions like applying AD(0.5) to swords or AD(2) to spears.
It's an old subject and both "is there really a problem?" and "if so, how to solve it?" has been debated over and over in the past but I'm curious to know it stood the test of time. In my case KYOS has been enough to solve most of what I perceived as problems but I also let Armor-Piercing Weapons to let spears shine and use alternative values for some armor types. Other than that, I indirectly buff unbalanced weapons by allowing cinematic traits like Weapon Fencer and Equilibrist. |
11-15-2020, 03:01 PM | #2 |
Join Date: Mar 2005
Location: Maitland, NSW, Australia
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Re: Which optional rules do you use for muscle-powered weapons and armors?
The main problem is that muscle-powered weapons deliver way too much damage compared to firearms.
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11-15-2020, 03:40 PM | #3 | |
Join Date: Aug 2018
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Re: Which optional rules do you use for muscle-powered weapons and armors?
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The lowest damage gun I can find in basic does 1d basic damage: 278's Derringer available at TL5 To get the same penetrating power with a TL0 short bow (which does thrust) you would need one with a ST 13 draw weight... while the Derringer only takes ST 9 to wield w/0 penalty. An arrow (0.1) weighs twice as much as the derringer ammo (0.05) Is this incredibly off? BL34 is a char who can lift 272 pounds overhead without needing to use Lifting skill or Extra Effort. I'm not exactly sure what draw weight they could use on a bow but it'd probably be decent. https://en.wikipedia.org/wiki/Derrin...gton_Derringer says 425 feet per second. https://files.osgnetworks.tv/4/files...ight_chart.jpg shows how FPS can change with draw weight but I'm not sure where to place BL34 on it. |
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11-15-2020, 03:42 PM | #4 | |
Join Date: Jan 2015
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Re: Which optional rules do you use for muscle-powered weapons and armors?
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However I never had chance to test it because my group prefers cinematic games and KYOS works well for us. Usually these discussions centers around swing damage of melee weapons vs armor. The edge case would be something like ST 20 man easily getting past heavy plate armor (DR 9) with a sword (3d+3 damage), when it's virtually impossible to do so in reality. As for muscle-powered ranged weapons, 1d damage is only achieved with bows that requires around ST 14-15 according to the realistic bow examples found on The Deadly Spring. Last edited by Sorenant; 11-15-2020 at 03:59 PM. |
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11-15-2020, 04:04 PM | #5 | |
Join Date: Aug 2018
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Re: Which optional rules do you use for muscle-powered weapons and armors?
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3d+3 can still overcome DR 18 but it'd happen less often. ST 20 is also pretty impressive, right? That's polar bear tier ST, better than a grizzly. |
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11-15-2020, 04:06 PM | #6 | |
Join Date: Jan 2015
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Re: Which optional rules do you use for muscle-powered weapons and armors?
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11-15-2020, 05:00 PM | #7 |
Join Date: Aug 2018
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Re: Which optional rules do you use for muscle-powered weapons and armors?
Spears do big injury like Huge Piercing I think because Impaling has a wider head which means it has less penetration value compared to the same amount of force focused into a narrower thing.
Like if a 1d impaling (like an arrow: x2 injury) were made narrower (normal piercing: x1 injury) then wouldn't you expect there to be an armor divisor of 2 to compensate? The actual force wouldn't (no extra knockback or blunt trauma) but if we can't explain enhanced penetration w/ that then it'd need to be AD. |
11-15-2020, 06:22 PM | #8 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: Which optional rules do you use for muscle-powered weapons and armors?
Not at ST 10. The problem is that the scaling with ST is way off; going from ST 10 to ST 14 should be something like +15-20% armor penetration if you don't also use a heavier weapon, and +30-40% if you double your weapon weight.
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11-16-2020, 03:24 PM | #9 |
Join Date: Jan 2006
Location: Central Europe
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Re: Which optional rules do you use for muscle-powered weapons and armors?
I like tweaks where swung damage is about 1.5 x thrust damage and ST 2x does twice the thrust damage of ST x, but in my last game I never bothered, it was a 'nerd tweak' to keep my autistic brain happy not something which made the game better for the players. This can work well if you re-scale what 1 HP of damage means.
I think there is a David Pulver article in Pyramid called "Survivable Guns" which gives full-power rifles and up about half damage and double Armour Divisor. They have too good armour penetration. I would not say they do an unreasonable amount of damage.
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11-16-2020, 08:58 PM | #10 |
Join Date: Feb 2009
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Re: Which optional rules do you use for muscle-powered weapons and armors?
1. Two handed melee weapons wielded two handed enjoy +1/die damage - gives extra kick for strong guys wielding two handers
2. Damage bonus for Karate, Weapon Master etc is players choice 3e Skill/5 or 4e +X / die. - means high skill, weak arms is a more legit choice, and you get a damage bonus starting at putting 1pt in a skill using 3e approach, but also burly storm giant weapon masters with ST 130 don't find the weapon master bonuses lost in the cloud using 4e method. 3. Trained ST applies to melee to, for both damage and parry bonuses |
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