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Re: (TFT) Polyhedral Weapon Heresy
- To: tft@brainiac.com
- Subject: Re: (TFT) Polyhedral Weapon Heresy
- From: Sgt Hulka <hulkasgt@yahoo.com>
- Date: Thu, 8 Aug 2013 09:21:15 -0700 (PDT)
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Thanks to everyone for the replies/reactions. I think there have been some pretty valid criticisms leveled. I still think there is validity to the idea, but it would require a lot more research and attention to detail in order to properly execute it.
--------------------------------------------
On Wed, 8/7/13, Sgt Hulka <hulkasgt@yahoo.com> wrote:
Subject: (TFT) Polyhedral Weapon Heresy
To: tft@brainiac.com
Date: Wednesday, August 7, 2013, 8:06 AM
Different weapons get used for
different reasons, and they effect armor differently. In
medeival manuscripts, sometimes knights were advised to use
their swords as clubs instead of blades against heavily
armed opponents. That's what AD&D tried to get at with
its complicated weapon versus armor matrixes.
It has occurred to me you could accomplish the same thing,
in a much less complicated manner, by adjusting the damage
dice. And -- here's the crazy thought for TFT -- using
polyhedral dice. One of TFT's strengths is the use of the
bell curve for rolling to hit. So why not use that same bell
curve for weapon damage in order to give each weapon a
distinctive feel against certain armors?
Here's the first assumption. A ST 9 weapon does an average
of 4 damage. Average damage increases by 1 point for every
strength thereafter.
The second assumption is that a blunt weapon does very
consistent damage. No matter where you hammer someone with a
club or mace, no matter which peace of armor deflects it,
you're still gonna ring their bell. Basically, if you get it
past their shield and land a solid blow with a big enough
weapon, you're going to hurt them. For this reason blunt
weapons do 1d3 damage plus a fixed integer. The integer
basically represents the typical armor the blunt weapon can
damage. I.e., a threshing flail with an interger of 3 will
always hit hard enough to hurt someone wearing chainmail.
The 1d3 represents the chance of missing the shield. But
that same threshing flail is unlikely to hurt someone
wearing Plate Armor.
The third assumption is that hefted bladed weapons (axes)
will do tremendous damage with a solid blow against
vulnerable spots, but will deflect very easily. For this
reason they are the "swingiest" weapons. They don't use a
bell curve; every possible point of damage is equally likely
as every other one. They use a single polyhedral die. Since
they use a single die, their average is 0.5 higher than any
other weapon in their ST class. But they also have a strong
probility of doing less damage than any other weapon in
their ST class. So a throwing axe does 1D10 damage. That's
5.5 average damage, which is better average damage than the
threshing flail. It can hurt someone wearing Plate Armor if
it rolls a 10. But it can be deflected by a small shield if
it rolls a 1.
The fourth assumption is that swords are the bread and
butter of fantasy adventure games. They should be the
comprimise between the swingy probabilities of the axe and
the steady probabilities of the clubs. These stay where they
are in the Fantasy Trip already.
Combining all those assumptions, I would propose the
following alternative weapon damage progression for TFT:
ST 9 (Average damage 4)
Club 1D3+2
Rapier 1d6 (same as by the book, a weak weapon since its
average damage is actually only 3.5)
Hatchet 1D8
ST 10 (Average damage 5)
Threshing Flail 1D3+3
Cutlass (Backsword, Machete, Seax) 2D6-2 (same as by the
book, but 0 damage should be possible)
Throwing Axe 1D10
ST 11 (Average damage 6)
Mace 1D3+4
Shortsword (Gladius, Knight's Arming Sword) 2D6-1 (same as
by the book)
Small Axe 1D12
Now we can start adding weapons that can be used one- or
two- handed. Using a weapon two-handed gives you a 1-point
defensive disadvantage, since it precludes the use of a
shield. For that reason, you should gain a 1-point offensive
advantage. If you use a weapon two-handed, your average
damage should increase by one for that Strength category. So
keeping that in mind...
ST 12 (Average damage 7)
Warhammer (2-handed) 1D3+6 (this is the long medieval,
pick-like warhamer, not Thor's maul, it does 1 damage above
average at this ST because it's two-handed)
Bastard Sword (2-handed) 2D+1 (at this ST level, the Bastard
Sword has to be used two-handed, also called a hand and a
half or longsword)
Broadsword 2D (same as by the book, a heavy-bladed viking or
crusader style sword)
Battle Axe 1D12+1 (we've reached the end of our Polyhedral
dice progression, so we have to start adding integers, this
is a one-handed knight's/horseman's axe)
Dane Axe (2-handed) 1D12+2 (this is the long-handled viking
axe that can be one- or two- handed, but at this strength it
requires two hands)
ST 13 (Average damage 8)
Warhammer 1D3+6 (this does the same damage as at Strength
12, but at 13 it can be used one-handed)
Bastard Sword 2D6+1 (same as by the book; this does the same
damage as at Strength 12, but at 13 it can be used
one-handed)
Dane Axe 1D12+2 (this does the same damage as at Strength
12, but at 13 it can be used one-handed)
ST 14 (Average damage 9)
2-Handed Sword 3D6-1 (same as by the book; averages 9.5
instead of 9 because it's two-handed)
ST 16 (Average damage 11)
2-Handed Great Sword 3D6+1 (same as by the book; averages
11.5 instead of 11 because it's two-handed)
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