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Re: (TFT) Shield rush in Melee
In a message dated 11/20/2003 11:51:51 PM Central Standard Time,
cgadda@earthlink.net writes:
> By way of example, consider: a dagger, even in the hands of a 30 ST figure,
> is simply not going to give the same return on invested power that a decent
> broad sword or battle axe will. It will do more damage than if wielded by a
> 8 ST weakling, but not nearly as much as the sword or axe would. And it is
> simply a function of size - the smaller weapon will not be as good a
"lever"
> as the larger one to allow more efficient use of the excess ST.
With sufficient St, a *bare handed* attack will do more damage than a broad
sword or battle ax in the hands of an ordinary attacker. On the other hand, I
think the damage increase due to wielder's high St alone should be less than
the damage increase due to a weapon requiring high St. And damage done can't
keep rising at the rate of 1 pt per +1 required St - not in the long run, or else
giant's weapons would do 6 to 8 dice of damage. That's one reason why I
settled on my own rule of +1 damage per +4 extra St (up to St 20 - with a slower
increase above that).
> So, I would suggest the following adjustments:
>
> Weapon ST 9 or less: +1 damage for every 5ST over minimum
> Weapon ST 10-11: +1 damage for every 4ST over minimum
> Weapon ST 12-13: +1 damage for every 3ST over minimum
> Weapon ST 14+: +1 damage for every 2ST over minimum
This strikes me as over-complicated. Also, the natural impulse is to try to
work in "+1 damage per +2 St over the minimum required" - but after much
rule-tinkering, I've concluded that it's excessive, for any weapon, unless one wants
to rejigger large, high-St creatures to make them extraordinarily deadly
(e.g. 3 dice for a St 30 giant's bare-handed attacks, 7 dice if using a one-handed
"giant broadsword" and 8 dice if using a two-handed "giant battle-ax" - I
suppose that that is one possible style of play. But IMO GMs/house-rule designers
need to ask themselves "Is that the style I want?")
IMO the thing to do is to look at how one wants unarmed attacks to increase
with St, and then use that as a base for increasing damage with (a) increasing
wielder St, and (b) increasing weapon-required St. Of course, one could also
use a "dagger as hat-pin" metaphor - i.e. at very high St, fighting with a
dagger is like fighting with a hat-pin, better to drop the weapon so as to be able
to punch at full St.
I'm rambling. Need more caffine.
Erol K. Bayburt
Evil Genius for a Better Tomorrow
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