Clovenhoof
Mongoose
Hi folks, it's been a while since I posted here, hope everyone is alive and kicking. ^^
The other day we had a little discussion about how little sense the weapon damage scores make, considering that in reality, a dagger can be just as deadly as a longsword.
"Never mind boys, just a dagger hit in the stomach, what harm can 1d4 possibly do?"
I recall we strafed that topic here a few months ago but never got anywhere. But now someone made a suggestion that think would be worth looking into. The basic idea is this:
Give all weapons a similar, high maximum damage, and just alter the minimum damage by using different die sizes and modifiers.
For example, a dagger might make 1d20 damage, anything between a scratch and a deadly blow, while a war sword might make d8+12 damage, so there are no scratches with a war sword.
Also, the Armour Piercing score can be tweaked to be more important, but I'll get to that later.
These values are of course subject to discussion and by no means a fixed must-have. But I generally like the idea that all weapons can force an MDS even without a critical hit.
Of course, the overall, average damage output would vastly increase, so some balancing is in order.
Firstly, the maximum damage could be defined by the class of weapon, i.e. Light, One- or Two-handed and Simple, Martial or Exotic. Picking the extremes, a Two-Handed Exotic Weapon would still have a higher max damage than a Light Simple Weapon.
Secondly, the DR and AP values may have to be tweaked. Maybe increase DR throughout the armour table, and also limit the AP capacity by, for instance, capping the Str bonus at the AP score or something. Fiddle with the AP scores in return -- it would require serious and complex balancing work.
I don't know if it's all worth the trouble, but right now I'd like to give food for thought and am keen to hear your thoughts on the matter.
The other day we had a little discussion about how little sense the weapon damage scores make, considering that in reality, a dagger can be just as deadly as a longsword.
"Never mind boys, just a dagger hit in the stomach, what harm can 1d4 possibly do?"
I recall we strafed that topic here a few months ago but never got anywhere. But now someone made a suggestion that think would be worth looking into. The basic idea is this:
Give all weapons a similar, high maximum damage, and just alter the minimum damage by using different die sizes and modifiers.
For example, a dagger might make 1d20 damage, anything between a scratch and a deadly blow, while a war sword might make d8+12 damage, so there are no scratches with a war sword.
Also, the Armour Piercing score can be tweaked to be more important, but I'll get to that later.
These values are of course subject to discussion and by no means a fixed must-have. But I generally like the idea that all weapons can force an MDS even without a critical hit.
Of course, the overall, average damage output would vastly increase, so some balancing is in order.
Firstly, the maximum damage could be defined by the class of weapon, i.e. Light, One- or Two-handed and Simple, Martial or Exotic. Picking the extremes, a Two-Handed Exotic Weapon would still have a higher max damage than a Light Simple Weapon.
Secondly, the DR and AP values may have to be tweaked. Maybe increase DR throughout the armour table, and also limit the AP capacity by, for instance, capping the Str bonus at the AP score or something. Fiddle with the AP scores in return -- it would require serious and complex balancing work.
I don't know if it's all worth the trouble, but right now I'd like to give food for thought and am keen to hear your thoughts on the matter.