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06-30-2013, 04:35 AM | #1 |
Join Date: Dec 2009
Location: Caxias do Sul, Brazil
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GILBERTO REVISED LOW TECH WEAPONS TABLE
TL;DR: New weapon system, explanation below, file on the end of the post.
I've made an alternative weapon system, so that damage scales linearly with ST, no matter the weapon being used. I also changed the way penetration worked, so that some weapons of the same damage type(like cutting) have different degrees of penetration(see example below). If I come up or someone pass to me a better/more realist stat for any weapon, I'll change this post. So, enough with formalities, let's get to it. GILBERTO REVISED LOW TECH WEAPONS TABLE The weapon system was remade entirely. see below everything if you have the patience to. *There is no more Sw or Thr damage, instead, every weapon has a multiplier. *The formula for damage is Striking ST*Multiplier=10X, where X is number of dices, so, someone with ST15 and a Long Axe(*2 cut +) does 3d cut +. *There will be many fractions, the way I see fit for rounding is:
Spoiler:
*For people crazy about probabilities curves, damage should be 2d*X/2, for the long axe above, the formula would be 2d*1.5. *Every damage type has a wound multiplier of *1, this can be changed, start from the 1 on the size/range table, each + and – goes on the proper direction, so, “+” is *1.5, “++” is *2, “+++” is *3, “++++” is *5, by the same token, “-” is *0.7, “--” is *0.5, “---” is *0.3, this allows a greater difference between weapons, frex, a broadsword(*1 ++) does more damage than an small axe(*1.2 +), but with a lower penetration. *Many weapons changed, read below to see how. *DR was added, now, weight doesn't matter for breaking, DR does(it has the same name, but is based on DR and HP), think of it as damage to shields, except that instead of taking damage, when it does X damage, you roll to break, so, a broadsword has DR9, when someone does 10+ damage to it, roll it's HT, on a failure, it breaks. Shields also have the same thing. Pi/Imp only do half damage for these purposes. This makes some weapons more likely to break than others heavier, frex, a spear or axe breaking will be more common than a sword. What will change on my character weapon?
Spoiler:
If anyone have a better stat for any weapon, please, send a PM, I based it on logic and physics, I never wielded a real sword. List of changes:
Spoiler:
File with the tables(Revised at 10/23/2013): http://www.2shared.com/document/z5bs...ns_Table.html? Last edited by gilbertocarlos; 10-23-2013 at 12:33 PM. |
06-30-2013, 04:58 AM | #2 | |
formerly known as 'Kenneth Latrans'
Join Date: Aug 2009
Location: Wyoming, Michigan
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Re: GILBERTO REVISED LOW TECH WEAPONS TABLE
I appreciate rolling the Shortsword and Broadsword skills into just Sword. Also:
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Thank you, I appreciate this change greatly. I was going to say the same thing about the Parry bonus and the 2-hex Reach, probably thinking the same reason.
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Ba-weep granah wheep minibon. Wubba lubba dub dub. |
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06-30-2013, 06:17 AM | #3 |
Join Date: Dec 2008
Location: Cumberland, ME
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Re: GILBERTO REVISED LOW TECH WEAPONS TABLE
Just at a very quick glance, it appears that you got rid of the Longsword as it is called in the RAW and instead gave that name to the Thrusting Bastard Sword (I was very confused at first when I saw that "Longsword" had better swinging damage than a basic broadsword considering its lightness, but then saw that it has the Parry U and 5-pound weight of a bastard sword). Is there any particular reason that the "RAW Longsword" didn't make the cut for the document?
Edit: Additional Question — What method did you use to assign the damages for each weapon? Was there some sort of formula / guidelines you went by, or was it just an eyeballing / personal judgment call approach? Last edited by Landwalker; 06-30-2013 at 06:39 AM. |
06-30-2013, 06:40 AM | #4 | ||
Join Date: Dec 2009
Location: Caxias do Sul, Brazil
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Re: GILBERTO REVISED LOW TECH WEAPONS TABLE
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So, Joe Average ST is 10, using a broadsword with *1, he'll do 1d of damage. If he thrusts instead(*1.5), it becomes 1d+2. Quote:
The other part is because on portuguese, broadsword is "espada longa", longsword is also "espada longa", and I couldn't have 2 weapons with the same name. If anyone can give me stats for both, I would change them on the table. |
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06-30-2013, 08:08 AM | #5 | ||
Join Date: Dec 2008
Location: Cumberland, ME
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Re: GILBERTO REVISED LOW TECH WEAPONS TABLE
Ah, so it is. My apologies.
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06-30-2013, 01:40 PM | #6 | ||
Join Date: Dec 2009
Location: Caxias do Sul, Brazil
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Re: GILBERTO REVISED LOW TECH WEAPONS TABLE
So, let's say a guy wants a halberd, but a Reach 2, 3 one, that does more damage.
A halberd is *2 cut+ + or *3 imp. A longer handle would give +1 reach and +1 damage. So, you simply multiply both damages by 1.2 The final answer is that this halberd would do *2.4 cutting or *3.6 imp. Example 2: Another guy is using a broadsword in reverse grip. The broadsword is *1 cut++ and *1.5 imp. Reverse grip gives +1 damage, that means *1.5*1.2, or *1.8 imp. But for cutting it gives -1/die, you could rule it as simply -1/die, but if he always uses like that and wants the stats that way, it would be *0.7, *1*0.7 means *0.7 cut++ Quote:
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Last edited by gilbertocarlos; 06-30-2013 at 01:47 PM. |
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06-05-2014, 01:26 PM | #7 | |
Join Date: Jun 2014
Location: Niterói, RJ - Brasil
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Re: GILBERTO REVISED LOW TECH WEAPONS TABLE
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Cool rules, by the way. |
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06-05-2014, 01:37 PM | #8 |
Join Date: Dec 2009
Location: Caxias do Sul, Brazil
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Re: GILBERTO REVISED LOW TECH WEAPONS TABLE
Yeah, technically it can, but then it enters in conflict with the two-hander/greatsword, with is also called "Espada larga".
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I've revised the Low Tech weapons table: http://forums.sjgames.com/showthread.php?t=112532 |
10-22-2013, 02:43 PM | #9 |
Join Date: Dec 2012
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Re: GILBERTO REVISED LOW TECH WEAPONS TABLE
Looks great! I played around with trying to make the damage from LT weapons work more realistically when compared to armor, but I tried changing the way thr and sw damage scaled with strength and then dealt with weapons multipliers after that. The problem was that each additional +1 to ST did not do enough to be worth 10 pts, some levels did not seem to do anything at all. This is a much more direct way to deal with the problem, though it looks like it took a lot of work!
One thing I found on a brief glance through your table is that the Long Knife under the sword skill has reach C,1 or C, but under knife skill it has C,1 or C,1. Was this intentional, or just a typo? A question I had was whether or not you think someone should suse the cutting weapons do bludgeoning damage against armor optional rule from LT with your new system (cutting weapons will only do their +, ++, etc. wounding if it deals more than twice the DR in damage)? Also, could you clarify the lance rules where you say "use the RIDER ST/HP". Does that slash mean either the ST or the HP, or is it a division symbol? And if it is division, what does that mean? Finally, any way that you could re-release the pdf in alphabetical order by skill, as it stands it is sometimes hard to find each category because they are not in alphabetical order? Also, could you put your rounding table from your post in it? Thanks and great job! Last edited by phayman53; 10-22-2013 at 02:49 PM. |
10-22-2013, 04:33 PM | #10 | |||||
Join Date: Dec 2009
Location: Caxias do Sul, Brazil
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Re: GILBERTO REVISED LOW TECH WEAPONS TABLE
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Some, however, I have the free time at my job, and GURPS is fun, not work. Quote:
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In retrospect, you should use only HP, don't know why I put ST together. Quote:
You're welcome
__________________
I've revised the Low Tech weapons table: http://forums.sjgames.com/showthread.php?t=112532 |
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low tech, realistic strength, strength, warfare, weapons |
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