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Making some weapon & armor choices more attractive

 
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Metathiax
Demiurge


Joined: 02 Oct 2010
Posts: 321
Location: Montreal, Canada

PostPosted: Sun Jan 09, 2011 3:04 am    Post subject: Making some weapon & armor choices more attractive Reply with quote

In an attempt to add some mechanical variety to weapons and armors while keeping things as simple as possible, I'm considering the implementation of the following house rules.

- Two-handed weapons :

Strength provides the following damage modifiers when using two-handed melee weapons; 1: -5, 2-3: -4, 4-5: -3, 6-7: -2, 8-9: -1, 10-11: 0, 12-13: +1, 14-15: +2, 16-17: +3, 18-19: +4, 20: +5.

- Armor vs weapon types :

Armor Type / Absorbance vs Blunt Weapons / Absorbance vs Edged Weapons
Leather / 1 / 1
Padded / 1d2 / 1
Studded / 1 / 1d2
Ring / 1d2 / 1d2
Chain mail / 1d2 / 1d3
Splint / 1d3 / 1d2
Scale / 1d3 / 1d3
Banded / 1d3 / 1d4
Plate / 1d4 / 1d6
Full Plate / 1d6 / 1d8

Perfect balance is not the desired result but I hope to make the superiority or inferiority of some weapon and armor choices less obvious. Otherwise, why would anyone bother to use a maul instead of a mace or scale armor instead of splint armor...


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JimmySwill
YOGC Staff


Joined: 02 Jan 2008
Posts: 1390
Location: Torsche

PostPosted: Mon Jan 10, 2011 7:15 pm    Post subject: Reply with quote

Metathiax, I think that's a very interesting tweak.

Where I am at, I think I'd like to stick it into WGJ3. Which is still in the works...

However, what would you do in the case of natural armor of creatures?
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Metathiax
Demiurge


Joined: 02 Oct 2010
Posts: 321
Location: Montreal, Canada

PostPosted: Tue Jan 11, 2011 12:33 am    Post subject: Reply with quote

Jimmy, I wouldn't change the natural armor of creatures. I have no pretension of realism with those tweaks, although I hope that they appear to be reasonable. I merely wish for certain weapon and armor choices to offer some minor mechanical incentives to their use while remaining in line with the combat system's elegance.
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