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[Fwd: [Fwd: Weapons list]]
Another possible fix on the 1d20 weapons, if
we think they really should do 1d20 damage:
Make the attack rate once every other round,
adding multi-attacks to odd round.
Generic attack: 1/2 rounds
1d6 Zwiehander skill: 1/round
2d6 Zwiehander: 3/2 rounds
3d6 vs. Zwiehander: 2/1 rounds
etc...
The dice would be rolled every odd round
of combat...first, third, fifth, etc.
This would lessen the 5 attacks per round syndrome.
Also keep in mind that gravity itself is only
27 feet per second^2 on Jaern, as opposed to
32.2 on earth. *shrug*
-Pat
--
____________________________________________________
Patrick C. Collins drunsen@ecicnet.org
Process Engineer and Learner of Life
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> From: "Patrick C. Collins" <drunsen@ecicnet.org>
> Subject: [Fwd: Weapons list]
>
> I think to keep these 1d20 weapons from being too ugly...
> make them 1d12 weapons. Or, 1d12+4 at the most.
> Looking at the game that spawned AQ (by those other
> folks...the ones originally from Wisconsin)...not
> many weapons were capable of inflicting more than
> 12 points on a man sized opponent.
The one problem I have about the 1d20 weapons and the fix that I think
can go with it is just to not allow the Multi-attack. This is easily
qualified by the shear size of the weapon. I mean look at it this way
does anyone on the list here think they can swing a Pole-axe more than
once in 4 seconds AND have the hit have meaning? Multi-target has a bit
of possibility still ( but maybe not full damage since you can't hit 2
people if you get it stuck in the first person in the swing with a solid
full force hit ). Also besides the physical lengths of some of these
weapons making them unweildy the weight of some means enough inertia to
keep you from striking full force quickly. ( unless you are alone and are
just spinning around and around hitting whatever comes into your arc ).
> Is a Zwiehander really capable of dealing 66% more damage
> than your average Greatsword? Same goes with the
> other 1d20 weapons.
>
> Just remember not to make the damage 2dx or the
> weapon curve gets ruined.
The problem with having a d#+# type of damage disallows small hits/glancing
damage simulation.
> Type Str DV Rate Weapon Strk Thrw Rng Impale Reach Bkg
> P 10 - 2 Atlatl --- 1d8 200' --- - W
> E 14 2/1 1 Bastard Swd 1d10 1d6 15' 1d12+8 M W
> E 12 2 1 Battle Axe 1d12 1d4 15' --- M W
> B 14 2 1 Battle Hammer1d10 1d10 20' --- M W
> P 12 1 5 Liston Xbow 1d4 1d10 300' --- M W
> E 14 2 1* Lochaber Axe 1d20 --- --- --- 10/20 W
> E 12 1 1 Long Sword 1d10 1d4 15' 1d12+5 M W
[ random weapons trimmed for space ]
> E 10 1 1 Wakizashi 1d6 1d3 15' 1d6+2 M W
> E 12 1 1 War Axe 1d10 1d4 20' --- M W
> B 9 1 1 War Hammer 1d4 1d4 50' --- M W
> B 8 1 2 Whip 1d3 --- --- --- M/15 W
> E 17 2 1* Zweihander 1d20 1d8 10' 1d20 M/15 W
>
> Rng: Useful tactical range = 75% of listed: no penalties
> Maximum tactical range = listed range: -6 to hit
> elves do not have
> this penalty.
What do you mean? I don't want to do math when I am throwing a
weapon/shooting. Range should be EVERYONE can do this. Plus I've
always thought some of the thrown weapon ranges sucked. I would
think I could throw a "battle axe" more than 15 feet and hit soundly.
Some weapons ( ie the unbalanced for this activity ) are fine since
your chances of the wrong end hitting are greater.
> Maximum range is the listed number in yards, at this
> range, only a natural 20 will hit, and then that
> is simply a normal hit.
I have a problem with this but I am not sure what it is exactly so
someone take a guess.
> Reach: M = Melee. Numbers are feet. Before a slash is the
> minimum range.
> Bkg: Background associated with the weapon.
This whole column what does it mean? Do you mean this is who the base
cost belongs to?
> Use rates marked with a * = no multi attack is possible
Yeah I agree as stated up above.
> All thrown weapons have a use rate of 2.
Unless you use a skill correct?
Greg
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