Weapons and Damage
Posted: Mon Dec 07, 2020 11:56 am
Hey everyone,
So I've been thinking a lot recently and my brain keeps returning to something. I know that this game is meant to be an abstract - even in combat with hit points and all that representing just vague "vitality" or ability to remain in combat.
BUT
I've been playing around with some changes and came up with this idea for weapons.
1. Weapons are replaced by: Axes, Maces, Blades, Sticks, Spears and Clubs
2. Weapons can be small, one handed or two handed.
3. All weapons do 1d6 damage. Two handed weapons do 1d6+2 damage.
4. Small weapons get a +1 to hit.
So it would look like this
Axe Family: Hatchet (+1 To Hit), War Axe, Battle Axe (+2 damage)
Maces: Iron Knuckles/Gauntlet (+1 To Hit), Mace, War Hammer (+2 Damage)
Blades: Dagger/Knife (+1 To Hit), Sword, Two Handed Sword (+2 Damage)
Sticks: Belaying Pin (or Switch) (+1 To Hit), Walking Stick, Quarterstaff (+2 Damage)
Spears: Javalin (+1 To Hit), Spear, Polearm (+2 Damage)
Clubs: Billy Club/Short Club (+1 To Hit), Club, War Club (+2 Damage)
But right now, this leaves no reason to use the middle option. So I'm thinking that reach needs to come into play somehow. Or some other modification like that. Here are some of the ideas I have:
* When fighting a person with a larger weapon, when closing they get a +2 to hit bonus on their first attack roll against you reflecting that you can't effectively engage them while closing.
* Small weapons do +2 to hit, one handed weapons do +1 to hit/+1 to damage, 2 handed weapons do +2 to damage (I dislike this option a lot).
* Small weapons are +1 to hit, but -1 to damage (my favorite)
This could even work for ranged weapons:
Bows: Self Bow (+1 To Hit), Long Bow, Recurved Bow (+2 Damage)
Crossbows: Hunters Crossbow (+1 To Hit), Winched Crossbow, Pully Crossbow (+2 Damage)
Slings: Sling shot (+1 To Hit), Sling, AtlAtl with Dart/Javalin (+2 Damage)
Thoughts?
EDIT TO ADD: First attempt at something to help walk through this.
So I've been thinking a lot recently and my brain keeps returning to something. I know that this game is meant to be an abstract - even in combat with hit points and all that representing just vague "vitality" or ability to remain in combat.
BUT
I've been playing around with some changes and came up with this idea for weapons.
1. Weapons are replaced by: Axes, Maces, Blades, Sticks, Spears and Clubs
2. Weapons can be small, one handed or two handed.
3. All weapons do 1d6 damage. Two handed weapons do 1d6+2 damage.
4. Small weapons get a +1 to hit.
So it would look like this
Axe Family: Hatchet (+1 To Hit), War Axe, Battle Axe (+2 damage)
Maces: Iron Knuckles/Gauntlet (+1 To Hit), Mace, War Hammer (+2 Damage)
Blades: Dagger/Knife (+1 To Hit), Sword, Two Handed Sword (+2 Damage)
Sticks: Belaying Pin (or Switch) (+1 To Hit), Walking Stick, Quarterstaff (+2 Damage)
Spears: Javalin (+1 To Hit), Spear, Polearm (+2 Damage)
Clubs: Billy Club/Short Club (+1 To Hit), Club, War Club (+2 Damage)
But right now, this leaves no reason to use the middle option. So I'm thinking that reach needs to come into play somehow. Or some other modification like that. Here are some of the ideas I have:
* When fighting a person with a larger weapon, when closing they get a +2 to hit bonus on their first attack roll against you reflecting that you can't effectively engage them while closing.
* Small weapons do +2 to hit, one handed weapons do +1 to hit/+1 to damage, 2 handed weapons do +2 to damage (I dislike this option a lot).
* Small weapons are +1 to hit, but -1 to damage (my favorite)
This could even work for ranged weapons:
Bows: Self Bow (+1 To Hit), Long Bow, Recurved Bow (+2 Damage)
Crossbows: Hunters Crossbow (+1 To Hit), Winched Crossbow, Pully Crossbow (+2 Damage)
Slings: Sling shot (+1 To Hit), Sling, AtlAtl with Dart/Javalin (+2 Damage)
Thoughts?
EDIT TO ADD: First attempt at something to help walk through this.