In the end, I think that if in a battle a 10 strength character was to
break his hammer and there was a mace lying on the ground, I would probably
allow him to pick it up and swing it as a weapon every other round. But the
mace would only do 1d+1 damage, the same damage as his hammer. Much of the
damage I think is in fact the strength behind the weapon, not the shape.
The penalty of swinging every other round would account for the extra
weight. I would not let him defend with it.
Good Fortune,
Rick Walters
-----Original Message-----
From: pvk@oz.net
To: tft@brainiac.com
Sent: Tue, 19 Sep 2006 1:36 AM
Subject: Re: (TFT) Outdoor Scale - Request for Comments
I think Rick's scale is a bit off the usual interpretation, with lower
values than usual. If he's a male in decent shape who does regular
activity, then he's above average at least for modern folks, and I think 10
is supposed to be average (albeit medieval average, in TFT). Depending on
how large Rick is, it sounds to me like he is more like ST 10-11 rather
than 8-9. I guess maybe it depends on what aspect of ST you are measuring,
though. I tend to think of TFT ST in terms of weapon minimum ST, and maybe
the schism here is at least partly from using ST to represent so many
things (muscle, size, power, energy, endurance, condition, psychic energy,
damage capacity...). Because thinking about it another way, if 10 is an
average medieval male with a daily physical occupation, and we're talking
about ST for purposes of endurance and conditioning, maybe I would agree
with Rick. However if we're talking about ST for short-term power and
minimum ST for weapon-wielding, and an amateu!
r martial artist is an 8, then what are the average modern slobs? 6-7?
What about typical non-athletic women? 5-6? Going back to weapon minimum
ST, as we all know, a Rapier requires 9, and a shortsword or spear 11.
Rick, do you think you'd rate a DX penalty to wield a Rapier?
I think I may have seen one of the greatswords Rick mentions in London when
I was 11. Huge alright. At 11 anyway, it seemed like it was made for
someone phenomenal.
Back to the topic of marching, though, I think condition and encumbrance
have more to do with march rate than strength or sprint speed (MA), though
again TFT lacks the distinction. It seems to me though that if anyone in a
group is out of physical condition, regardless of muscle or sprinting
ability, they will tend to have a very hard time keeping up a good pace for
a whole day. When I used The Desert Environment (a nice 3rd party Traveller
generic desert adventuring rulebook) in TFT, I actually assigned each
character an Endurance score on the Traveller (2-12) scale, which was not
necessarily related to their strength - more to my idea of their health and
current fitness. In general though I just used the ITL travel rates as a
baseline, adjusted by the GM for circumstances, and I and a friend of mine
made some pretty enormous TFT worlds mapped using the 12.5 km hex scale.
GURPS BTW has some pretty good travel rules that are not very complex but
are more developed than TFT. IIRC it is 50 miles/day on perfect terrain for
no encumbrance, 40 for light, 30 for medium (the lightest most typical
equipped adventurer parties would usually be), 20 for heavy, 10 for
extra-heavy. Adjust down for terrain and circumstances.
PvK
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