HERESY(?): weapons and damage

From: johnjmedway (jjm@zycor.lgc.com)
Date: Sun 18 Jul 1993 - 20:46:55 EEST


>> From: paul@phyast.pitt.edu (Paul Reilly)
>> Subject: Re: HERESY (?): Avoiding realism in RQ Rules
>> Date: Sun, 18 Jul 93 10:53:34 EDT
>>
>> > are really strong people able to use huge weapons 1 handed?
>>
>> Yes, stronger people can (and probably should) use bigger weapons. There
>> is a tradeoff between size of weapon and speed of blows, but the optimal
>> size of weapon does increase with strength.

There should bee a limit on this, however. After a point there's a diminishing
( to the point of negative ) return.

>> On the whole I would go to the Pendragon system, with damage based on the
>> person, fewer weapon categories, and the assumption that people use weapons
>> 'tuned' to their Str, Siz, Dex, and style (with penalties for picking up
>> an untuned weapon.)

I still don't like the flat add for weapon-type in Pendragon ( that seems as
broken as the flat add STR bonus in RQ ), but otherwise agree. Most of the
damage should come from the wielder, whether that's handled with % modifiers
to damage or number of dice, or whatever.

>> From: gal502@huxley.anu.edu.au (Graeme Lindsell)
>> Subject: Re: HERESY (?): Avoiding realism in RQ Rules
>> Date: Sun, 18 Jul 1993 17:50:53 -0600
>>
>> Well, my cry is that bigger strength _sometimes_ gives you a bigger damage
>> bonus (every 5 points of strength gives +1 damage currently). The ability
>> of high strength characters to use bigger weapons was one of their
>> advantages.
>>
>> Weapon Strength
>> Small 1H Sword = d6 9
>> Average 1H Sword = d8 11
>> Big 1H Sword = d10 13
>> Really Big 1-H Sword = 2d6 15
>> Huge 1-H Sword = 2d8 19
>> Mondo 1-H Sword = 3d6 21
>>
>> possible if we used average Str + Siz instead of Str? I've read that archers
>> match their bows to their strength: do fighters match their weapons to their
>> size?

This is probably a more realistic approach to the whole thing ( funny how this
thread started aiming away from realism ).

Average of ( STR + SIZ ) would be better, or maybe the minimum of ( STR + SIZ )
is better. I just fear seeing a duck with a mondo strength spell trotting around
with a 2d8 sword, otherwise.

As for using a mismatched weapon, strong folks should still get _some_ additional
damage, else you'll have trolls doing only 1d4 with a dagger. How about this:

        For each point below requirement: -10% damage
        For each point above requirement: +10% damage

Then we would have something like this:

        Exemplus, with STR = 13 and SIZ = 13:

                     Weapon Damage min/avg/max
                Small 1H Sword d6 + 40% 1/ 4/ 8 too light
                Average 1H Sword d8 + 20% 1/ 5/ 9 ok
                Big 1H Sword d10 1/ 5/ 10 optimal
                Really Big 1-H Sword 2d6 - 20% 1/ 5/ 9 ok
                Huge 1-H Sword 2d8 - 60% 0/ 3/ 6 way too heavy
                Mondo 1-H Sword 3d6 - 80% 0/ 2/ 3 stupid to try

Now, if we say that using a weapon 2-handed adds 2pts of STR & 2 pts of SIZ...

But is any of this right for thrusting weapons?

>> From: shadow@qedbbs.com (Wayne Shaw)
>> Subject: Re: COMMENTS
>> Date: Sat, 17 Jul 93 03:40:16 PDT
>> burt@ptltd.com (Burton Choinski) writes:
>>
>> <Shrug>. At least for swinging weapons, I never felt the idea that an
>> awful lot of hits would go into the limbs was a flaw.

Yes and no. It works for 1H swinging weapons, which tend to flail around a bit
more, but not the mostly overhead/held-in-front weapons like greatswords. The
leg hits were far too frequent. For thrusting weapons, it was totally absurd.
Now if the 'Missile' chart was to be used for all 'thrusting weapons' that
would be much more acceptable. (Please note: I said 'thrusting' as opposed to
'impaling' which also includes some _swinging_ weapons. )

>> From: shadow@qedbbs.com (Wayne Shaw)
>> Subject: Re: Re: Reply To OJ's Survey
>> Date: Sat, 17 Jul 93 03:48:59 PDT
>>
>> Doesn't do a thing about my primary objection, which is that it's already
>> difficult to get any sort of instant kill, even with a crit. Currently,
>> it's too easy to maim, hard as hell to kill; all the current proposals
>> make it harder to maim and almost impossible to kill. Not a net gain
>> from my perspective.

I agree, it should be _easy_ to kill. That's the way sharp objects work!

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