Difference between revisions of "FrivYeti/WeaponRevisionRules"
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(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.) | (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.) | ||
− | Weapons will be built from Speed 6, Acc +0, Damage +0L, Defense +0, Rate | + | Weapons will be built from Speed 6, Acc +0, Damage +0L, Defense +0, Rate 1. 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 also buys the Overwhelm tag (at 2 dice; each pt increases it by 2), or the C or P tag. The 2 tag gives one point. Damage may be offset by 1 pt either way; this is eyeballed. |
− | + | Resources 1 weapons generally have 6 points, spread around evenly. Resources 2 weapons generally have 8 points, and are fairly even but with slight edges. Resources 3 weapons generally have 9 points, but have the advantage of focus on certain areas. | |
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=== Artifact Guidelines === | === Artifact Guidelines === | ||
− | + | Artifacts 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. | |
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=== Comments === | === Comments === | ||
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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]] | 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]] | ||
− | : 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. - | + | : 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 |
:: 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]] | :: 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]] | ||
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Revision as of 18:25, 4 May 2007
Back to FrivYeti/2eWeaponsRevised
Weapon Guidelines
Rule 1: I am not changing combat. Therefore, weapons continue to use Speed, Accuracy, Damage, Defense, Rate, and the various tags as usual.
Rule 2: Speed is stronger than Accuracy, Defense or Rate, which in turn are stronger than Damage. Weapon statistics will reflect this.
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.
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.
Weapon Building
(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.)
Weapons will be built from Speed 6, Acc +0, Damage +0L, Defense +0, Rate 1. 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 also buys the Overwhelm tag (at 2 dice; each pt increases it by 2), or the C or P tag. The 2 tag gives one point. Damage may be offset by 1 pt either way; this is eyeballed.
Resources 1 weapons generally have 6 points, spread around evenly. Resources 2 weapons generally have 8 points, and are fairly even but with slight edges. Resources 3 weapons generally have 9 points, but have the advantage of focus on certain areas.
Artifact Guidelines
Artifacts 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.
Comments
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
- 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
- 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