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imported_Rasyr

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Weapons Question
« on: June 23, 2011, 05:07:02 PM »
Ok, so I am looking at the Weapon's Table, particularly at those weapons that can be used in multiple ways (i.e. the Dagger, the War Hammer, etc) to produce different Damage Types, and I was wondering if I should give them different Base Damages based on how they are used.....

For example, if a Dagger can be used for both Slash/Pierce then shouldn't the damage be listed as 4/3 (i.e. 4 Slash/3 Pierce)

I am attaching a potential alternate Weapons table. Would this be too confusing?

[attachment[/attachment]

Offline samwise7

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Weapons Question
« Reply #1 on: June 23, 2011, 05:53:54 PM »
Huh, that seems like a simple enough change that can add a bit more flavor.  I guess just make sure the descriptions of the weapons include that information as well.  I haven't got all the way through the 0.5 rules, but how does different types of weapons affect things in the game?  Are there certain kinds of monsters that are resistant to certain types of damage, or vulnerable to certain types of damage?

imported_Rasyr

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Weapons Question
« Reply #2 on: June 23, 2011, 06:11:16 PM »
so far, the only creatures really affected by damage type are Skeletons, since they basically ignore slash/pierce attacks.

I had another idea of how to display damage and damage types, which I will explain and post a little later on...

imported_Rasyr

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Weapons Question
« Reply #3 on: June 23, 2011, 07:38:24 PM »
Okay, here is a new version the PDF. It has the same table as last time, plus a new table that shows a new way of displaying the damage information. I made a few other tweaks as well, such as making the short sword do the same amount of damage either way that it is used (which will make it more popular overall).

Also, I figured that I would add a note, in either case, that basically says that any bladed weapon may be used to make a Bash attack that has a Base Damage equal to half of its highest type of damage. This is basically using the flat of the blade on somebody......

Offline Fidoric

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Weapons Question
« Reply #4 on: June 23, 2011, 10:04:14 PM »
I think that making wrapons doing different kind of amage is realistic but it has only a sense if you can gain a benefit when using the less damaging possibility. For example, if a sword can make 8 slashing damage or 6 piercing, why should I ever use the point ? It should have to give an advantage such as ignoring some armors... but that is sure to introduce more (too much ?) complexity.


imported_Rasyr

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Weapons Question
« Reply #5 on: June 23, 2011, 10:17:12 PM »
Introducing variant ARs against different types of attacks is for later.

However, the benefit of having alternative attack types is already there, based upon the situation. For example, your warrior may quite likely never stab with his sword, only making cutting attacks. But what if he is then in an area where he cannot properly swing his sword because there simply isn't enough room? Under the current listing, the broadsword may only be used for Slash/Cut attacks, not for Stab/Pierce attacks. With the new method, he can choose Cut or Stab, and if he has no room to swing the blade properly, he can still stab.....

Or perhaps he will feint a Cut, but make a stab instead (with the Feint perhaps giving a bonus to the base damage dealt if the foe falls for it...).

just because there is no obvious advantage from something, that doesn't mean that it cannot add flavor and/or be useful in unexpected ways...

For example, by giving a broadsword Stabbing damage, we can allow a character with a Rapier skill to use it as a stabbing weapon at a -2 to his AB in a pinch...


Offline Fidoric

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Weapons Question
« Reply #6 on: June 23, 2011, 10:29:37 PM »
I am well aware of those options and fully agree with them.
And by the way, how do you make a feint in Novus ?
Maybe something like a combat maneuver with AP+1, AB-2, reduce foe's defense by 5 points if it misses a RR vs Wis ? Foes with combat training 1 add +2 to their RR, those with combat training 2 adds +5 ?

Fidoric, eagerly waiting for Novus Combat Companion... 

imported_Rasyr

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Weapons Question
« Reply #7 on: June 23, 2011, 11:47:07 PM »
I was already thinking of adding either a Feint Combat move and/or a Feint talent (maybe both) to the rules...

Seems to me that a Feint requires some sort of misdirection that allows the attack to sneak his attack through the foe's Defense (and possibly AR as well...)

Offline Fidoric

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Weapons Question
« Reply #8 on: June 24, 2011, 05:10:19 PM »
I think that Feint would make a cool combat move rather than a talent. I feel it should allow to negate part of the enemy's defense and maybe require a skill vs skill RR. I am not sure of this last bit though. A skilled fighter should be better at making feint IMO, but your resistance to it should not be conditioned by the weapon you are currently wielding, hence my proposition to give bonuses RR depending of the Combat training level of the defender.

Offline samwise7

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Weapons Question
« Reply #9 on: June 24, 2011, 05:46:44 PM »
If the various forms of damage don't have much affect on the system, I would say drop them.  IF however various creature descriptions, or talents, or other parts of the rules have reasons to use one form of damage over another, then I say keep them. 

I would suggest putting in some fluff into the monsters myself.  Maybe one form of weapon gets around a Trolls regeneration or something.

Offline Fidoric

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Weapons Question
« Reply #10 on: June 25, 2011, 11:36:43 AM »
I agree with samwise7 on this.
Maybe a future Libram Novus could include combat expansion rules with more combat moves, different damages per weapon, penetration abilities allowing some weapons to ignore part of enemy's AR, modifiers to defensive fighting...

Offline Fidoric

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Weapons Question
« Reply #11 on: October 24, 2011, 04:04:40 PM »
Back on the subject. I have made some thinking last weekend.

I may understand it wrongly, but bastard swords are strange to me. Do they deal 9 points of base damage equally when used  1-handed or 2 handed ? Or are they considered 1-handed weapons which delivers 2 additional Base damage at a 1 AP cost when wielded 2-handed ? In this case, you should consider raising greatsword damage by 1 or 2 points as a 2-handed bastard sword will be more powerful (11 damage vs 10) and slower than a greatsword (+1 AP).
Maybe you could consider this: when attacking with both hands (2H weapons or TWC), attacks cost +1 AP, except if your offhand weapon is a small weapon (dagger, main-gauche).

I have also come up with some ideas to customize some weapons (such as the main-gauche) without adding complexity. You can for example allow some weapons special effects with boon points or in addition of boon points.

- Defensive weapons grant DEF if not used to attack. (main-gauche)
- Piercing weapons may ignore some AR, each boon point allow to ignore (freely) 1 AR up to weapon cap (ex: long bow is piercing 2, crossbow is piercing 3...)
- Shattering weapons could reduce AR, each boon point may be traded to reduce definitively foe's AR by 1, limited to xx boon points according to which weapon is used (ex: warhammer, shattering 1, war mattock shattering 2...)
- Light weapons: may be used offhanded in TWC without giving a +1 AP to attacks.
- Quick weapons: difficult to parry (rapier, whip...) and impose a given penalty to parry attempts.

Just a few thoughts...