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#1 |
Join Date: Oct 2015
Location: New England
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The Shield Expertise thread brought up the notion that two-handed weapons are disincentivized by the Legacy Edition, and it seems worth breaking the subject off to explore in its own thread. What follows does not necessarily reflect what I think are good decisions for character building from a role-playing perspective--far from it, in fact.
Aside from the polearms, the lowest-ST standard two-handed weapon appears at ST 13—the bastard sword, which inflicts 3d-2 damage (average 8.5). Consider the following two 36-point characters (attribute values in parentheses are starting values for 32-point characters, and talents in parentheses were obtained with XP expenditures). Wojciak ST (9) 13Dzonka ST 13What other aspects of the Legacy Edition might disincentivize two-handed weapons? |
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#2 |
Join Date: Jun 2008
Location: Boston area
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Absolutely. Definitely the main reason. I don't understand why Shostak was piddling about with expected damage calculations when the primary value of a battle axe is that it makes a good staff. For some reason.
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#3 |
Join Date: Jun 2018
Location: Durham, NC
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Two points about your examples:
- From day 1 (no XP), the 2-handed Bastard Sword fighter does more damage. If you are going up against someone in plate armor you will want the higher damage, even if hitting less often. - The top end damage of a 2-handed Bastard Sword (16) exceeds that of the 1-handed Bastard Sword (13). Again this is more important the higher their foe's armor. Over all, yes a fighter with a shield is better. But often you want a mix of combatants: a tank to engage foes and absorb damage and a damage dealer to come in and put down the foes in heavy armor (as well as builds optimized for other situations). Or simply, some players just enjoy his/her character hitting hard. |
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#4 | |||
Join Date: Oct 2015
Location: New England
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#5 |
Join Date: Dec 2021
Location: Indiana
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This is an interesting comparison that shows the strength of combining shield and weapons expertise. I still think that the starting character with the bastard sword will do well, in general, but I concur with your average assessment for the scenario.
On a functional level, I have seen the existence of shield expertise discourage progression to a 2-handed weapon with a character in my game. He didn't want to stop getting the benefit of the extra armor and -1 DX for incoming attacks. That may change later but, for now, he's not interested in 2-handed weapons even if he gets to deal out more damage. At this stage (36 points), stopping and avoiding hits outweighs doing some extra damage. I don't see this reaction as a bad thing. The initial build and progression of the character are what TFT is all about. In the end it's all about what gives us our properly perceived level of WTU's (Warm Tummy Units). |
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#6 |
Join Date: Jun 2018
Location: Durham, NC
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Yes, I see what you mean. What is your suggested fix?
Should Weapon Expertise give 2-Handed Weapons a bigger bonus? a) +2 damage instead of +1 ? b) -2 DX to hit expert instead of -1 DX ? c) Lower the prereq DX from 12 to 9 or 10 ? <<< A mix of the three or all? "c" seems the most necessary. A beginning sword&shield fighter is able to meet the DX requirement. A beginning 2-handed sword fighter instead is a long way off until he can meet the DX prereq. Lowering it to 8 seem a bit much, but is the only way a 2-handed-bastard sword fighter would be able to get this talent. So, make the prereq 9 or 10 leaves it as a nearby goal that can be achieved quickly. I would lean towards giving the 2-handed weapons all three improvements. Bigger damage improvements for bigger weapons definitely. Option "b" is the only debatable one. And would this apply to 2-handed polearms? I like rules without lots of exceptions but polearms do not seem to need the help. I am would suggest they are treated as all 2-handed weapons, but keep an eye on this. |
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#7 | ||
Join Date: Oct 2015
Location: New England
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I don’t know. Admittedly, two-handed weapons can already be used for sweeping blows, while lighter weapons can’t. Maybe it would be worth giving such large weapons a two-hex reach similar to polearms.
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#9 | |
Join Date: Jun 2018
Location: Durham, NC
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A lower IQ requirement for 2-handed weapon expertise is interesting. Separating 1-handed melee weapon-expertise from 2-handed makes sense from a fighting style perspective. Missile Weapons talent only requires IQ 9. So there is precedence. Suggested changes (I know, this now should be in House Rules): a) "Weapon Expertise" talent now becomes "1-Handed Weapon Expertise" b) new talent "2-Handed Weapon Expertise" at IQ 9. (I do have a concern this should be IQ 10. Two handed weapon players do have Toughness they can also draw on). The lower IQ makes some sense in that with two hands you have more control to master the ability. Prereq DX of 11. This leaves it just out of the reach of a new character. That make sense as experts should not be starting characters but close enough to encourage a growth path. At this point I think it should remain the same as the original Weapon Expertise. +1 damage and DX -1 to get hit. Like I said, these characters would also go well with Toughness talent. c) "Weapon Mastery" becomes "1-Handed Weapon Mastery" d) New "2-Handed Weapon Mastery" at IQ 11. |
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#10 | ||
Join Date: Oct 2015
Location: New England
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advancement, characters, handicaps, talents, templates |
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