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Re: [Fwd: Steel tech and weapons]




I disagree, what you describe would be best represented by deductive armour.  Armour
that takes off from damage.  The DV's that a piece of armour gives reflects its
ability to resist penetration.  Once you are through, you do the damage, and getting
hit by a iron long sword or a steel long sword is much the same if it gets
through the armor.

Wright


> 
> 
> Jevan, Kevin and I had a relatively productive conversation on steel
> tonight.  I think we came to a somewhat mutual agreement on the fact that
> steel weapons should not give a bonus to hit.  Damage is acceptable,
> however.  This makes them be a bit better than iron, and yet not devalue
> the once enchanted weapon.  Some people would bring up the point that they
> would do less damage if the person you are attacking is wearing a higher
> grade of metal armor than the metal in your weapon, but this is not true.
> Hypothetically, say a person with a steel weapon is attacking someone in
> adamantite armor.  I feel that the qualities of the weapon versus those of
> the armor balance
> each other out in that the adamant armor is much harder to penetrate no
> matter
> what weapon you are using.  Just to make it a standard rule, I'd also like
> to have it stated in an errata that the damage bonus will only be added to
> edged weapons that do 1d6 of damage or more.  A short, piercing weapon
> such as a dagger or shank will have no extra effect if it is made out of
> steel as opposed to iron.  Obviously, there will be no bonus damage on
> blunt weapons.
> 
> 
> Joel
> 
> 
> P.S.  Let's hear some replies, please.  Jevan has been bitching about this
> for awhile, and I think me and Kevin are the only other players that have
> taken to replying to the group.
> 
> 
>