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		<id>http://exalted.xi.co.nz/w/index.php?action=history&amp;feed=atom&amp;title=FrivYeti%2FWeaponRevisionRules</id>
		<title>FrivYeti/WeaponRevisionRules - Revision history</title>
		<link rel="self" type="application/atom+xml" href="http://exalted.xi.co.nz/w/index.php?action=history&amp;feed=atom&amp;title=FrivYeti%2FWeaponRevisionRules"/>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=FrivYeti/WeaponRevisionRules&amp;action=history"/>
		<updated>2026-04-09T20:43:44Z</updated>
		<subtitle>Revision history for this page on the wiki</subtitle>
		<generator>MediaWiki 1.29.0</generator>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=FrivYeti/WeaponRevisionRules&amp;diff=82357&amp;oldid=prev</id>
		<title>FrivYeti: /* Weapon Building */</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=FrivYeti/WeaponRevisionRules&amp;diff=82357&amp;oldid=prev"/>
				<updated>2010-06-10T18:13:23Z</updated>
		
		<summary type="html">&lt;p&gt;‎&lt;span dir=&quot;auto&quot;&gt;&lt;span class=&quot;autocomment&quot;&gt;Weapon Building&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;
&lt;table class=&quot;diff diff-contentalign-left&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class='diff-marker' /&gt;
				&lt;col class='diff-content' /&gt;
				&lt;col class='diff-marker' /&gt;
				&lt;col class='diff-content' /&gt;
				&lt;tr style='vertical-align: top;' lang='en'&gt;
				&lt;td colspan='2' style=&quot;background-color: white; color:black; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan='2' style=&quot;background-color: white; color:black; text-align: center;&quot;&gt;Revision as of 18:13, 10 June 2010&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l18&quot; &gt;Line 18:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 18:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Weapons will be built from Speed 6, Acc +0, Damage +0L, Defense +0, Rate 2. In general, 2 pts buys 1 Speed, to a minimum of 4. 1 pt each buy 1 Accuracy, Defense, or Rate, to a maximum of 3. 1 pt buys 2L or 3B damage, to a maximim of +8L or +9B. 1 pt buys the B, C, D, or R tags; 2 pts buys the O or P tag. The 2 or N tags gives one point. The F tag costs and gains nothing. Damage may be offset by 1 pt either way; this is eyeballed. Rate may be reduced to 1 for one point; Defense may not be reduced below +0.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Weapons will be built from Speed 6, Acc +0, Damage +0L, Defense +0, Rate 2. In general, 2 pts buys 1 Speed, to a minimum of 4. 1 pt each buy 1 Accuracy, Defense, or Rate, to a maximum of 3. 1 pt buys 2L or 3B damage, to a maximim of +8L or +9B. 1 pt buys the B, C, D, or R tags; 2 pts buys the O or P tag. The 2 or N tags gives one point. The F tag costs and gains nothing. Damage may be offset by 1 pt either way; this is eyeballed. Rate may be reduced to 1 for one point; Defense may not be reduced below +0.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Ranged weapons work the same, except as follows: Weapons default to 10 yards Range, and increase as follows: 20/30/50/100, which each point after this increasing range. Flame weapons default to &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;4L&lt;/del&gt;, as do any other weapons that deal base damage. Flame weapons are balanced based on their cost in the South, not their cost elsewhere.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Ranged weapons work the same, except as follows: Weapons default to 10 yards Range, and increase as follows: 20/30/50/100, which each point after this increasing range. Flame weapons default to &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;3L&lt;/ins&gt;, as do any other weapons that deal base damage. Flame weapons are balanced based on their cost in the South, not their cost elsewhere&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;. Weapons that add arrow damage cost 1 additional point to do so&lt;/ins&gt;.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Resources 0 weapons have only 3 pts to spend. Resources 1 weapons generally have 5 points, spread around evenly. Resources 2 weapons generally have 7 points, and are fairly even but with slight edges. Resources 3 weapons generally have 9 points, and have the advantage of focus on certain areas.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Resources 0 weapons have only 3 pts to spend. Resources 1 weapons generally have 5 points, spread around evenly. Resources 2 weapons generally have 7 points, and are fairly even but with slight edges. Resources 3 weapons generally have 9 points, and have the advantage of focus on certain areas.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>FrivYeti</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=FrivYeti/WeaponRevisionRules&amp;diff=68022&amp;oldid=prev</id>
		<title>Conversion script: link fix</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=FrivYeti/WeaponRevisionRules&amp;diff=68022&amp;oldid=prev"/>
				<updated>2010-04-06T01:16:03Z</updated>
		
		<summary type="html">&lt;p&gt;link fix&lt;/p&gt;
&lt;table class=&quot;diff diff-contentalign-left&quot; data-mw=&quot;interface&quot;&gt;
				&lt;tr style='vertical-align: top;' lang='en'&gt;
				&lt;td colspan='1' style=&quot;background-color: white; color:black; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan='1' style=&quot;background-color: white; color:black; text-align: center;&quot;&gt;Revision as of 01:16, 6 April 2010&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan='2' style='text-align: center;' lang='en'&gt;&lt;div class=&quot;mw-diff-empty&quot;&gt;(No difference)&lt;/div&gt;
&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;</summary>
		<author><name>Conversion script</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=FrivYeti/WeaponRevisionRules&amp;diff=61925&amp;oldid=prev</id>
		<title>Conversion script: link fix</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=FrivYeti/WeaponRevisionRules&amp;diff=61925&amp;oldid=prev"/>
				<updated>2010-04-06T00:35:48Z</updated>
		
		<summary type="html">&lt;p&gt;link fix&lt;/p&gt;
&lt;table class=&quot;diff diff-contentalign-left&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class='diff-marker' /&gt;
				&lt;col class='diff-content' /&gt;
				&lt;col class='diff-marker' /&gt;
				&lt;col class='diff-content' /&gt;
				&lt;tr style='vertical-align: top;' lang='en'&gt;
				&lt;td colspan='2' style=&quot;background-color: white; color:black; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan='2' style=&quot;background-color: white; color:black; text-align: center;&quot;&gt;Revision as of 00:35, 6 April 2010&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l32&quot; &gt;Line 32:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 32:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Artifact weapons will be slightly more powerful than their equivalent weapon's Perfect incarnation. In addition, they are unbreakable and have MM bonuses; however, they also have commitment. Artifact 1 = 3 commitment. Artifact 2 = 5 commitment. Artifact 3 = 6 commitment.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Artifact weapons will be slightly more powerful than their equivalent weapon's Perfect incarnation. In addition, they are unbreakable and have MM bonuses; however, they also have commitment. Artifact 1 = 3 commitment. Artifact 2 = 5 commitment. Artifact 3 = 6 commitment.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Artifat armors apply as Perfect armor, but with +2 Hardness, and have attunement. Artifact 1 = 2 commitment. Artfact 2 = 3 commitment. Artifact 3 = 4 commitment. Armor can have +1 commitment for +&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;2[[BFrivYeti/WeaponRevisionRules&lt;/del&gt;/L&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;]] &lt;/del&gt;soak once only. &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Artifat armors apply as Perfect armor, but with +2 Hardness, and have attunement. Artifact 1 = 2 commitment. Artfact 2 = 3 commitment. Artifact 3 = 4 commitment. Armor can have +1 commitment for +&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;2B&lt;/ins&gt;/L soak once only. &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;=== Comments ===&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;=== Comments ===&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Conversion script</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=FrivYeti/WeaponRevisionRules&amp;diff=50993&amp;oldid=prev</id>
		<title>Conversion script: link fix</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=FrivYeti/WeaponRevisionRules&amp;diff=50993&amp;oldid=prev"/>
				<updated>2010-04-05T08:06:44Z</updated>
		
		<summary type="html">&lt;p&gt;link fix&lt;/p&gt;
&lt;table class=&quot;diff diff-contentalign-left&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class='diff-marker' /&gt;
				&lt;col class='diff-content' /&gt;
				&lt;col class='diff-marker' /&gt;
				&lt;col class='diff-content' /&gt;
				&lt;tr style='vertical-align: top;' lang='en'&gt;
				&lt;td colspan='2' style=&quot;background-color: white; color:black; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan='2' style=&quot;background-color: white; color:black; text-align: center;&quot;&gt;Revision as of 08:06, 5 April 2010&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan='4' style='text-align: center;' class='diff-multi' lang='en'&gt;(2 intermediate revisions by 2 users not shown)&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l16&quot; &gt;Line 16:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 16:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;(Note: This is based off something that I saw recently, and I can't for the life of me recall where I saw it. Ah, well.)&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;(Note: This is based off something that I saw recently, and I can't for the life of me recall where I saw it. Ah, well.)&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Weapons will be built from Speed 6, Acc +0, Damage +0L, Defense +0, Rate &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;1&lt;/del&gt;. In general, 2 pts buys 1 Speed, to a minimum of 4. 1 pt each buy 1 Accuracy, Defense, or Rate, to a maximum of 3. 1 pt buys 2L or 3B damage, to a maximim of +8L or +9B. 1 pt &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;also &lt;/del&gt;buys the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Overwhelm tag (at 2 dice&lt;/del&gt;; &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;each pt increases it by &lt;/del&gt;2&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;), or &lt;/del&gt;the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;C &lt;/del&gt;or P tag. The 2 &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;tag &lt;/del&gt;gives one point. Damage may be offset by 1 pt either way; this is eyeballed.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Weapons will be built from Speed 6, Acc +0, Damage +0L, Defense +0, Rate &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;2&lt;/ins&gt;. In general, 2 pts buys 1 Speed, to a minimum of 4. 1 pt each buy 1 Accuracy, Defense, or Rate, to a maximum of 3. 1 pt buys 2L or 3B damage, to a maximim of +8L or +9B. 1 pt buys the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;B, C, D, or R tags&lt;/ins&gt;; 2 &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;pts buys &lt;/ins&gt;the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;O &lt;/ins&gt;or P tag. The 2 &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;or N tags &lt;/ins&gt;gives one point&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;. The F tag costs and gains nothing&lt;/ins&gt;. Damage may be offset by 1 pt either way; this is eyeballed&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;. Rate may be reduced to 1 for one point; Defense may not be reduced below +0&lt;/ins&gt;.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Resources 1 weapons generally have &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;6 &lt;/del&gt;points, spread around evenly. Resources 2 weapons generally have &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;8 &lt;/del&gt;points, and are fairly even but with slight edges. Resources 3 weapons generally have 9 points, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;but &lt;/del&gt;have the advantage of focus on certain areas.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Ranged weapons work the same, except as follows: Weapons default to 10 yards Range, and increase as follows: 20/30/50/100, which each point after this increasing range. Flame weapons default to 4L, as do any other weapons that deal base damage. Flame weapons are balanced based on their cost in the South, not their cost elsewhere.&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Resources 0 weapons have only 3 pts to spend. &lt;/ins&gt;Resources 1 weapons generally have &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;5 &lt;/ins&gt;points, spread around evenly. Resources 2 weapons generally have &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;7 &lt;/ins&gt;points, and are fairly even but with slight edges. Resources 3 weapons generally have 9 points, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;and &lt;/ins&gt;have the advantage of focus on certain areas.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;=== Armor Guidelines ===&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Armor starts at the following traits: +2L/+0B, Mob -1, Fat 1. Every point increases their soak by 1L/1B, or by 0L/2B (this option can be taken up to twice). Buying the x tag cost 1 pt, while the xx tag costs 2 pts. Mobility penalties add one point each, as do fatigue penalties. Hardness defaults to one-fifth of the armor's average soak, rounding down; additional Hardness costs 1 pt per two dots, and cannot be above 2/3 of the armor's soak.&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Cost * Armor is worth 2 pts. Cost ** Armor is worth 4 pts. Cost *** Armor is worth 6 pts. More powerful armors almost always have higher penalties to balance their increased soak.&amp;#160; &lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;=== Artifact Guidelines ===&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;=== Artifact Guidelines ===&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Artifacts &lt;/del&gt;will be slightly more powerful than their equivalent weapon's Perfect incarnation. In addition, they are unbreakable and have MM bonuses; however, they also have commitment. Artifact 1 = 3 commitment. Artifact 2 = 5 commitment. Artifact 3 = 6 commitment.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Artifact weapons &lt;/ins&gt;will be slightly more powerful than their equivalent weapon's Perfect incarnation. In addition, they are unbreakable and have MM bonuses; however, they also have commitment. Artifact 1 = 3 commitment. Artifact 2 = 5 commitment. Artifact 3 = 6 commitment.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Artifat armors apply as Perfect armor, but with +2 Hardness, and have attunement. Artifact 1 = 2 commitment. Artfact 2 = 3 commitment. Artifact 3 = 4 commitment. Armor can have +1 commitment for +2[[BFrivYeti/WeaponRevisionRules/L]] soak once only. &lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;=== Comments ===&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;=== Comments ===&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l29&quot; &gt;Line 29:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 38:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Regarding Rule 3, isn't that allready represented (at least partially) by the fact that Bashing wraps around to lethal?&amp;#160; Would this possibly be better represented by having very high damage blunt weapons have some new kind of tag?&amp;#160; Perhaps 'Crushing' weapons could have their overwhelm damage reduced to bashing, this would fit well with the fact that while smashing an unarmored man with a goremaul will be lethal damage (a lot of it too) someone wearing superheavy plate is just going to be bruised (even through his armor). - [[Rathmun]]&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Regarding Rule 3, isn't that allready represented (at least partially) by the fact that Bashing wraps around to lethal?&amp;#160; Would this possibly be better represented by having very high damage blunt weapons have some new kind of tag?&amp;#160; Perhaps 'Crushing' weapons could have their overwhelm damage reduced to bashing, this would fit well with the fact that while smashing an unarmored man with a goremaul will be lethal damage (a lot of it too) someone wearing superheavy plate is just going to be bruised (even through his armor). - [[Rathmun]]&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;: If you were going that route, you would likely want to do it through the armor, not the weapons. If you hit someone in Superheavy plate with a sword, it's not getting through. Heck, maybe that would be what Piercing is; ignores the tendancy of armor to turn Lethal into Bashing? As far as Bashing wrapping to lethal, that's fine, except that it means that to deal serious injury to someone with a mace, you have to first bludgeon them into unconsciousness. Maces just have a really, really easy time knocking people out as compared to a longsword. - FrivYeti&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;: If you were going that route, you would likely want to do it through the armor, not the weapons. If you hit someone in Superheavy plate with a sword, it's not getting through. Heck, maybe that would be what Piercing is; ignores the tendancy of armor to turn Lethal into Bashing? As far as Bashing wrapping to lethal, that's fine, except that it means that to deal serious injury to someone with a mace, you have to first bludgeon them into unconsciousness. Maces just have a really, really easy time knocking people out as compared to a longsword. - &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;[[&lt;/ins&gt;FrivYeti&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;]]&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;:: True, we may be onto something here.&amp;#160; But what about the 'Gem of Adamant Skin?&amp;#160; if armor is allowed to convert lethal to bashing it kind of steals the gem's thunder. - [[Rathmun]]&amp;#160; &amp;#160;  I've started a new page for ideas in this vein.&amp;#160; [[Rathmun/Weapon And Armor Revision]]&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;:: True, we may be onto something here.&amp;#160; But what about the 'Gem of Adamant Skin?&amp;#160; if armor is allowed to convert lethal to bashing it kind of steals the gem's thunder. - [[Rathmun]]&amp;#160; &amp;#160;  I've started a new page for ideas in this vein.&amp;#160; [[Rathmun/Weapon And Armor Revision]]&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;:::Bearing in mind that you're already talking about re-imagining the way combat is modeled in Exalted, I think that worrying about &amp;quot;stealing thunder&amp;quot; from published material is sort of irrelevant. Changing the dynamics of anything changes the dynamic of everything that keyed to the previous rules, so I think you shouldn't worry about stepping on published material if you're going to write a new system for this. Just write it to the best of your ability, and bend the game to suit. :) - [[David.]]&amp;lt;i&amp;gt;, who finds Exalted surprisingly pliable when the time comes to bend it into pretzels around my ideas&amp;lt;/i&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;:::Bearing in mind that you're already talking about re-imagining the way combat is modeled in Exalted, I think that worrying about &amp;quot;stealing thunder&amp;quot; from published material is sort of irrelevant. Changing the dynamics of anything changes the dynamic of everything that keyed to the previous rules, so I think you shouldn't worry about stepping on published material if you're going to write a new system for this. Just write it to the best of your ability, and bend the game to suit. :) - [[David.]]&amp;lt;i&amp;gt;, who finds Exalted surprisingly pliable when the time comes to bend it into pretzels around my ideas&amp;lt;/i&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Conversion script</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=FrivYeti/WeaponRevisionRules&amp;diff=17073&amp;oldid=prev</id>
		<title>Conversion script: link fix</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=FrivYeti/WeaponRevisionRules&amp;diff=17073&amp;oldid=prev"/>
				<updated>2010-04-03T09:03:04Z</updated>
		
		<summary type="html">&lt;p&gt;link fix&lt;/p&gt;
&lt;table class=&quot;diff diff-contentalign-left&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class='diff-marker' /&gt;
				&lt;col class='diff-content' /&gt;
				&lt;col class='diff-marker' /&gt;
				&lt;col class='diff-content' /&gt;
				&lt;tr style='vertical-align: top;' lang='en'&gt;
				&lt;td colspan='2' style=&quot;background-color: white; color:black; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan='2' style=&quot;background-color: white; color:black; text-align: center;&quot;&gt;Revision as of 09:03, 3 April 2010&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l32&quot; &gt;Line 32:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 32:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Artifact weapons will be slightly more powerful than their equivalent weapon's Perfect incarnation. In addition, they are unbreakable and have MM bonuses; however, they also have commitment. Artifact 1 = 3 commitment. Artifact 2 = 5 commitment. Artifact 3 = 6 commitment.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Artifact weapons will be slightly more powerful than their equivalent weapon's Perfect incarnation. In addition, they are unbreakable and have MM bonuses; however, they also have commitment. Artifact 1 = 3 commitment. Artifact 2 = 5 commitment. Artifact 3 = 6 commitment.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Artifat armors apply as Perfect armor, but with +2 Hardness, and have attunement. Artifact 1 = 2 commitment. Artfact 2 = 3 commitment. Artifact 3 = 4 commitment. Armor can have +1 commitment for +2B/L soak once only. &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Artifat armors apply as Perfect armor, but with +2 Hardness, and have attunement. Artifact 1 = 2 commitment. Artfact 2 = 3 commitment. Artifact 3 = 4 commitment. Armor can have +1 commitment for +2B&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;[[&lt;/ins&gt;/L&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;]] &lt;/ins&gt;soak once only. &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;=== Comments ===&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;=== Comments ===&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l38&quot; &gt;Line 38:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 38:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Regarding Rule 3, isn't that allready represented (at least partially) by the fact that Bashing wraps around to lethal?&amp;#160; Would this possibly be better represented by having very high damage blunt weapons have some new kind of tag?&amp;#160; Perhaps 'Crushing' weapons could have their overwhelm damage reduced to bashing, this would fit well with the fact that while smashing an unarmored man with a goremaul will be lethal damage (a lot of it too) someone wearing superheavy plate is just going to be bruised (even through his armor). - [[Rathmun]]&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Regarding Rule 3, isn't that allready represented (at least partially) by the fact that Bashing wraps around to lethal?&amp;#160; Would this possibly be better represented by having very high damage blunt weapons have some new kind of tag?&amp;#160; Perhaps 'Crushing' weapons could have their overwhelm damage reduced to bashing, this would fit well with the fact that while smashing an unarmored man with a goremaul will be lethal damage (a lot of it too) someone wearing superheavy plate is just going to be bruised (even through his armor). - [[Rathmun]]&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;: If you were going that route, you would likely want to do it through the armor, not the weapons. If you hit someone in Superheavy plate with a sword, it's not getting through. Heck, maybe that would be what Piercing is; ignores the tendancy of armor to turn Lethal into Bashing? As far as Bashing wrapping to lethal, that's fine, except that it means that to deal serious injury to someone with a mace, you have to first bludgeon them into unconsciousness. Maces just have a really, really easy time knocking people out as compared to a longsword. - FrivYeti&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;: If you were going that route, you would likely want to do it through the armor, not the weapons. If you hit someone in Superheavy plate with a sword, it's not getting through. Heck, maybe that would be what Piercing is; ignores the tendancy of armor to turn Lethal into Bashing? As far as Bashing wrapping to lethal, that's fine, except that it means that to deal serious injury to someone with a mace, you have to first bludgeon them into unconsciousness. Maces just have a really, really easy time knocking people out as compared to a longsword. - &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;[[&lt;/ins&gt;FrivYeti&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;]]&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;:: True, we may be onto something here.&amp;#160; But what about the 'Gem of Adamant Skin?&amp;#160; if armor is allowed to convert lethal to bashing it kind of steals the gem's thunder. - [[Rathmun]]&amp;#160; &amp;#160;  I've started a new page for ideas in this vein.&amp;#160; [[Rathmun/Weapon And Armor Revision]]&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;:: True, we may be onto something here.&amp;#160; But what about the 'Gem of Adamant Skin?&amp;#160; if armor is allowed to convert lethal to bashing it kind of steals the gem's thunder. - [[Rathmun]]&amp;#160; &amp;#160;  I've started a new page for ideas in this vein.&amp;#160; [[Rathmun/Weapon And Armor Revision]]&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;:::Bearing in mind that you're already talking about re-imagining the way combat is modeled in Exalted, I think that worrying about &amp;quot;stealing thunder&amp;quot; from published material is sort of irrelevant. Changing the dynamics of anything changes the dynamic of everything that keyed to the previous rules, so I think you shouldn't worry about stepping on published material if you're going to write a new system for this. Just write it to the best of your ability, and bend the game to suit. :) - [[David.]]&amp;lt;i&amp;gt;, who finds Exalted surprisingly pliable when the time comes to bend it into pretzels around my ideas&amp;lt;/i&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;:::Bearing in mind that you're already talking about re-imagining the way combat is modeled in Exalted, I think that worrying about &amp;quot;stealing thunder&amp;quot; from published material is sort of irrelevant. Changing the dynamics of anything changes the dynamic of everything that keyed to the previous rules, so I think you shouldn't worry about stepping on published material if you're going to write a new system for this. Just write it to the best of your ability, and bend the game to suit. :) - [[David.]]&amp;lt;i&amp;gt;, who finds Exalted surprisingly pliable when the time comes to bend it into pretzels around my ideas&amp;lt;/i&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Conversion script</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=FrivYeti/WeaponRevisionRules&amp;diff=17072&amp;oldid=prev</id>
		<title>FrivYeti: *</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=FrivYeti/WeaponRevisionRules&amp;diff=17072&amp;oldid=prev"/>
				<updated>2008-11-07T22:22:05Z</updated>
		
		<summary type="html">&lt;p&gt;*&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;Back to [[FrivYeti/2eWeaponsRevised]]&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
=== Weapon Guidelines ===&lt;br /&gt;
&lt;br /&gt;
Rule 1: I am not changing combat. Therefore, weapons continue to use Speed, Accuracy, Damage, Defense, Rate, and the various tags as usual.&lt;br /&gt;
&lt;br /&gt;
Rule 2: Speed is stronger than Accuracy, Defense or Rate, which in turn are stronger than Damage. Weapon statistics will reflect this.&lt;br /&gt;
&lt;br /&gt;
Rule 3: 'Bashing' is not the same thing as 'Blunt'. If a weapon is sufficient to shatter ribs and break skulls, it does not just do more Bashing damage. It does Lethal damage.&lt;br /&gt;
&lt;br /&gt;
Rule 4: No weapon or armour will go above Resources 3 unless Excellent or Perfect. In the 1-3 range, weapons and armour will be appropriately powered.&lt;br /&gt;
&lt;br /&gt;
=== Weapon Building ===&lt;br /&gt;
&lt;br /&gt;
(Note: This is based off something that I saw recently, and I can't for the life of me recall where I saw it. Ah, well.)&lt;br /&gt;
&lt;br /&gt;
Weapons will be built from Speed 6, Acc +0, Damage +0L, Defense +0, Rate 2. In general, 2 pts buys 1 Speed, to a minimum of 4. 1 pt each buy 1 Accuracy, Defense, or Rate, to a maximum of 3. 1 pt buys 2L or 3B damage, to a maximim of +8L or +9B. 1 pt buys the B, C, D, or R tags; 2 pts buys the O or P tag. The 2 or N tags gives one point. The F tag costs and gains nothing. Damage may be offset by 1 pt either way; this is eyeballed. Rate may be reduced to 1 for one point; Defense may not be reduced below +0.&lt;br /&gt;
&lt;br /&gt;
Ranged weapons work the same, except as follows: Weapons default to 10 yards Range, and increase as follows: 20/30/50/100, which each point after this increasing range. Flame weapons default to 4L, as do any other weapons that deal base damage. Flame weapons are balanced based on their cost in the South, not their cost elsewhere.&lt;br /&gt;
&lt;br /&gt;
Resources 0 weapons have only 3 pts to spend. Resources 1 weapons generally have 5 points, spread around evenly. Resources 2 weapons generally have 7 points, and are fairly even but with slight edges. Resources 3 weapons generally have 9 points, and have the advantage of focus on certain areas.&lt;br /&gt;
&lt;br /&gt;
=== Armor Guidelines ===&lt;br /&gt;
&lt;br /&gt;
Armor starts at the following traits: +2L/+0B, Mob -1, Fat 1. Every point increases their soak by 1L/1B, or by 0L/2B (this option can be taken up to twice). Buying the x tag cost 1 pt, while the xx tag costs 2 pts. Mobility penalties add one point each, as do fatigue penalties. Hardness defaults to one-fifth of the armor's average soak, rounding down; additional Hardness costs 1 pt per two dots, and cannot be above 2/3 of the armor's soak.&lt;br /&gt;
&lt;br /&gt;
Cost * Armor is worth 2 pts. Cost ** Armor is worth 4 pts. Cost *** Armor is worth 6 pts. More powerful armors almost always have higher penalties to balance their increased soak.  &lt;br /&gt;
&lt;br /&gt;
=== Artifact Guidelines ===&lt;br /&gt;
&lt;br /&gt;
Artifact weapons will be slightly more powerful than their equivalent weapon's Perfect incarnation. In addition, they are unbreakable and have MM bonuses; however, they also have commitment. Artifact 1 = 3 commitment. Artifact 2 = 5 commitment. Artifact 3 = 6 commitment.&lt;br /&gt;
&lt;br /&gt;
Artifat armors apply as Perfect armor, but with +2 Hardness, and have attunement. Artifact 1 = 2 commitment. Artfact 2 = 3 commitment. Artifact 3 = 4 commitment. Armor can have +1 commitment for +2B/L soak once only. &lt;br /&gt;
&lt;br /&gt;
=== Comments ===&lt;br /&gt;
&lt;br /&gt;
Regarding Rule 3, isn't that allready represented (at least partially) by the fact that Bashing wraps around to lethal?  Would this possibly be better represented by having very high damage blunt weapons have some new kind of tag?  Perhaps 'Crushing' weapons could have their overwhelm damage reduced to bashing, this would fit well with the fact that while smashing an unarmored man with a goremaul will be lethal damage (a lot of it too) someone wearing superheavy plate is just going to be bruised (even through his armor). - [[Rathmun]]&lt;br /&gt;
&lt;br /&gt;
: If you were going that route, you would likely want to do it through the armor, not the weapons. If you hit someone in Superheavy plate with a sword, it's not getting through. Heck, maybe that would be what Piercing is; ignores the tendancy of armor to turn Lethal into Bashing? As far as Bashing wrapping to lethal, that's fine, except that it means that to deal serious injury to someone with a mace, you have to first bludgeon them into unconsciousness. Maces just have a really, really easy time knocking people out as compared to a longsword. - FrivYeti&lt;br /&gt;
&lt;br /&gt;
:: True, we may be onto something here.  But what about the 'Gem of Adamant Skin?  if armor is allowed to convert lethal to bashing it kind of steals the gem's thunder. - [[Rathmun]]     I've started a new page for ideas in this vein.  [[Rathmun/Weapon And Armor Revision]]&lt;br /&gt;
&lt;br /&gt;
:::Bearing in mind that you're already talking about re-imagining the way combat is modeled in Exalted, I think that worrying about &amp;quot;stealing thunder&amp;quot; from published material is sort of irrelevant. Changing the dynamics of anything changes the dynamic of everything that keyed to the previous rules, so I think you shouldn't worry about stepping on published material if you're going to write a new system for this. Just write it to the best of your ability, and bend the game to suit. :) - [[David.]]&amp;lt;i&amp;gt;, who finds Exalted surprisingly pliable when the time comes to bend it into pretzels around my ideas&amp;lt;/i&amp;gt;&lt;/div&gt;</summary>
		<author><name>FrivYeti</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=FrivYeti/WeaponRevisionRules&amp;diff=17075&amp;oldid=prev</id>
		<title>David.: *</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=FrivYeti/WeaponRevisionRules&amp;diff=17075&amp;oldid=prev"/>
				<updated>2007-05-04T18:29:39Z</updated>
		
		<summary type="html">&lt;p&gt;*&lt;/p&gt;
&lt;table class=&quot;diff diff-contentalign-left&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class='diff-marker' /&gt;
				&lt;col class='diff-content' /&gt;
				&lt;col class='diff-marker' /&gt;
				&lt;col class='diff-content' /&gt;
				&lt;tr style='vertical-align: top;' lang='en'&gt;
				&lt;td colspan='2' style=&quot;background-color: white; color:black; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan='2' style=&quot;background-color: white; color:black; text-align: center;&quot;&gt;Revision as of 18:29, 4 May 2007&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l32&quot; &gt;Line 32:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 32:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;:: True, we may be onto something here.&amp;#160; But what about the 'Gem of Adamant Skin?&amp;#160; if armor is allowed to convert lethal to bashing it kind of steals the gem's thunder. - [[Rathmun]]&amp;#160; &amp;#160;  I've started a new page for ideas in this vein.&amp;#160; [[Rathmun/Weapon And Armor Revision]]&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;:: True, we may be onto something here.&amp;#160; But what about the 'Gem of Adamant Skin?&amp;#160; if armor is allowed to convert lethal to bashing it kind of steals the gem's thunder. - [[Rathmun]]&amp;#160; &amp;#160;  I've started a new page for ideas in this vein.&amp;#160; [[Rathmun/Weapon And Armor Revision]]&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;:::Bearing in mind that you're already talking about re-imagining the way combat is modeled in Exalted, I think that worrying about &amp;quot;stealing thunder&amp;quot; from published material is sort of irrelevant. Changing the dynamics of anything changes the dynamic of everything that keyed to the previous rules, so I think you shouldn't worry about stepping on published material if you're going to write a new system for this. Just write it to the best of your ability, and bend the game to suit. :) - [[David.]]&amp;lt;i&amp;gt;, who finds Exalted surprisingly pliable when the time comes to bend it into pretzels around my ideas&amp;lt;/i&amp;gt;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>David.</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=FrivYeti/WeaponRevisionRules&amp;diff=17074&amp;oldid=prev</id>
		<title>Rathmun: *</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=FrivYeti/WeaponRevisionRules&amp;diff=17074&amp;oldid=prev"/>
				<updated>2007-05-04T18:25:46Z</updated>
		
		<summary type="html">&lt;p&gt;*&lt;/p&gt;
&lt;table class=&quot;diff diff-contentalign-left&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class='diff-marker' /&gt;
				&lt;col class='diff-content' /&gt;
				&lt;col class='diff-marker' /&gt;
				&lt;col class='diff-content' /&gt;
				&lt;tr style='vertical-align: top;' lang='en'&gt;
				&lt;td colspan='2' style=&quot;background-color: white; color:black; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan='2' style=&quot;background-color: white; color:black; text-align: center;&quot;&gt;Revision as of 18:25, 4 May 2007&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan='4' style='text-align: center;' class='diff-multi' lang='en'&gt;(2 intermediate revisions by 2 users not shown)&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l16&quot; &gt;Line 16:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 16:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;(Note: This is based off something that I saw recently, and I can't for the life of me recall where I saw it. Ah, well.)&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;(Note: This is based off something that I saw recently, and I can't for the life of me recall where I saw it. Ah, well.)&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Weapons will be built from Speed 6, Acc +0, Damage +0L, Defense +0, Rate &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;2&lt;/del&gt;. In general, 2 pts buys 1 Speed, to a minimum of 4. 1 pt each buy 1 Accuracy, Defense, or Rate, to a maximum of 3. 1 pt buys 2L or 3B damage, to a maximim of +8L or +9B. 1 pt buys the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;B, C, D&lt;/del&gt;, or &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;R tags; 2 pts buys &lt;/del&gt;the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;O &lt;/del&gt;or P tag. The 2 &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;or N tags &lt;/del&gt;gives one point&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;. The F tag costs and gains nothing&lt;/del&gt;. Damage may be offset by 1 pt either way; this is eyeballed&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;. Rate may be reduced to 1 for one point; Defense may not be reduced below +0&lt;/del&gt;.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Weapons will be built from Speed 6, Acc +0, Damage +0L, Defense +0, Rate &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;1&lt;/ins&gt;. In general, 2 pts buys 1 Speed, to a minimum of 4. 1 pt each buy 1 Accuracy, Defense, or Rate, to a maximum of 3. 1 pt buys 2L or 3B damage, to a maximim of +8L or +9B. 1 pt &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;also &lt;/ins&gt;buys the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Overwhelm tag (at 2 dice; each pt increases it by 2)&lt;/ins&gt;, or the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;C &lt;/ins&gt;or P tag. The 2 &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;tag &lt;/ins&gt;gives one point. Damage may be offset by 1 pt either way; this is eyeballed.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Ranged weapons work the same, except as follows: Weapons default to 10 yards Range, and increase as follows: 20/30/50/100, which each point after this increasing range. Flame weapons default to 4L, as do any other weapons that deal base damage. Flame weapons are balanced based on their cost in the South, not their cost elsewhere.&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Resources 1 weapons generally have &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;6 &lt;/ins&gt;points, spread around evenly. Resources 2 weapons generally have &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;8 &lt;/ins&gt;points, and are fairly even but with slight edges. Resources 3 weapons generally have 9 points, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;but &lt;/ins&gt;have the advantage of focus on certain areas.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Resources 0 weapons have only 3 pts to spend. &lt;/del&gt;Resources 1 weapons generally have &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;5 &lt;/del&gt;points, spread around evenly. Resources 2 weapons generally have &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;7 &lt;/del&gt;points, and are fairly even but with slight edges. Resources 3 weapons generally have 9 points, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;and &lt;/del&gt;have the advantage of focus on certain areas.&lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;=== Armor Guidelines ===&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Armor starts at the following traits: +2L/+0B, Mob -1, Fat 1. Every point increases their soak by 1L/1B, or by 0L/2B (this option can be taken up to twice). Buying the x tag cost 1 pt, while the xx tag costs 2 pts. Mobility penalties add one point each, as do fatigue penalties. Hardness defaults to one-fifth of the armor's average soak, rounding down; additional Hardness costs 1 pt per two dots, and cannot be above 2/3 of the armor's soak.&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Cost * Armor is worth 2 pts. Cost ** Armor is worth 4 pts. Cost *** Armor is worth 6 pts. More powerful armors almost always have higher penalties to balance their increased soak.&amp;#160; &lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;=== Artifact Guidelines ===&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;=== Artifact Guidelines ===&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Artifact weapons &lt;/del&gt;will be slightly more powerful than their equivalent weapon's Perfect incarnation. In addition, they are unbreakable and have MM bonuses; however, they also have commitment. Artifact 1 = 3 commitment. Artifact 2 = 5 commitment. Artifact 3 = 6 commitment.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Artifacts &lt;/ins&gt;will be slightly more powerful than their equivalent weapon's Perfect incarnation. In addition, they are unbreakable and have MM bonuses; however, they also have commitment. Artifact 1 = 3 commitment. Artifact 2 = 5 commitment. Artifact 3 = 6 commitment.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Artifat armors apply as Perfect armor, but with +2 Hardness, and have attunement. Artifact 1 = 2 commitment. Artfact 2 = 3 commitment. Artifact 3 = 4 commitment. Armor can have +1 commitment for +2B[[/L]] soak once only. &lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;=== Comments ===&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;=== Comments ===&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l38&quot; &gt;Line 38:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 29:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Regarding Rule 3, isn't that allready represented (at least partially) by the fact that Bashing wraps around to lethal?&amp;#160; Would this possibly be better represented by having very high damage blunt weapons have some new kind of tag?&amp;#160; Perhaps 'Crushing' weapons could have their overwhelm damage reduced to bashing, this would fit well with the fact that while smashing an unarmored man with a goremaul will be lethal damage (a lot of it too) someone wearing superheavy plate is just going to be bruised (even through his armor). - [[Rathmun]]&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Regarding Rule 3, isn't that allready represented (at least partially) by the fact that Bashing wraps around to lethal?&amp;#160; Would this possibly be better represented by having very high damage blunt weapons have some new kind of tag?&amp;#160; Perhaps 'Crushing' weapons could have their overwhelm damage reduced to bashing, this would fit well with the fact that while smashing an unarmored man with a goremaul will be lethal damage (a lot of it too) someone wearing superheavy plate is just going to be bruised (even through his armor). - [[Rathmun]]&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;: If you were going that route, you would likely want to do it through the armor, not the weapons. If you hit someone in Superheavy plate with a sword, it's not getting through. Heck, maybe that would be what Piercing is; ignores the tendancy of armor to turn Lethal into Bashing? As far as Bashing wrapping to lethal, that's fine, except that it means that to deal serious injury to someone with a mace, you have to first bludgeon them into unconsciousness. Maces just have a really, really easy time knocking people out as compared to a longsword. - &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;[[&lt;/del&gt;FrivYeti&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;]]&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;: If you were going that route, you would likely want to do it through the armor, not the weapons. If you hit someone in Superheavy plate with a sword, it's not getting through. Heck, maybe that would be what Piercing is; ignores the tendancy of armor to turn Lethal into Bashing? As far as Bashing wrapping to lethal, that's fine, except that it means that to deal serious injury to someone with a mace, you have to first bludgeon them into unconsciousness. Maces just have a really, really easy time knocking people out as compared to a longsword. - FrivYeti&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;:: True, we may be onto something here.&amp;#160; But what about the 'Gem of Adamant Skin?&amp;#160; if armor is allowed to convert lethal to bashing it kind of steals the gem's thunder. - [[Rathmun]]&amp;#160; &amp;#160;  I've started a new page for ideas in this vein.&amp;#160; [[Rathmun/Weapon And Armor Revision]]&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;:: True, we may be onto something here.&amp;#160; But what about the 'Gem of Adamant Skin?&amp;#160; if armor is allowed to convert lethal to bashing it kind of steals the gem's thunder. - [[Rathmun]]&amp;#160; &amp;#160;  I've started a new page for ideas in this vein.&amp;#160; [[Rathmun/Weapon And Armor Revision]]&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;:::Bearing in mind that you're already talking about re-imagining the way combat is modeled in Exalted, I think that worrying about &amp;quot;stealing thunder&amp;quot; from published material is sort of irrelevant. Changing the dynamics of anything changes the dynamic of everything that keyed to the previous rules, so I think you shouldn't worry about stepping on published material if you're going to write a new system for this. Just write it to the best of your ability, and bend the game to suit. :) - [[David.]]&amp;lt;i&amp;gt;, who finds Exalted surprisingly pliable when the time comes to bend it into pretzels around my ideas&amp;lt;/i&amp;gt;&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Rathmun</name></author>	</entry>

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