Post by MiltonMan on Sept 5, 2021 15:50:13 GMT -6
DD v5 (or at least what we have of it so far!) has been a huge influence on how I run OD&D. I'm particularly fascinated with a the preservation of Fighting Capability and the usage of Chainmail's conventions (regardless of whether or not such usage was "intended" with the LBBs).
One aspect, however, that I have had hesitation implementing in the past is a combo of Chainmail's "lighter weapons gain additional blows" and it's order of striking. Both of which the WIP v5 has included.
So waysoftheearth do you have any insight to share? I'm particularly interested in the following:
These are more of immediate questions that come to mind and I have no issue with this turning fighting into quite a nasty affair, but given how much DD dives into CM I'm sure there's some interesting insight on the matter!
Personally, I think the usage of reach (weapon class) and DD's streamlined parrying make weapon choice quite interesting without being too complicated (a real problem when looking to Chainmail's man-to-man parrying). I'm wondering if this "blows per round" can really be of similar benefit? Or is this too finicky to be worth it and on the chopping block?
One aspect, however, that I have had hesitation implementing in the past is a combo of Chainmail's "lighter weapons gain additional blows" and it's order of striking. Both of which the WIP v5 has included.
So waysoftheearth do you have any insight to share? I'm particularly interested in the following:
- In CM, lighter/shorter weapons' increased # of blows and parry riposte is offset by their notable penalties against armor. Such penalties are of course absent in DD and OD&D, save for giving up the first blow due to reach. Short of using something akin to the mess of "weapons vs AC" table, are daggers just that good against man-types? My gut reaction is that this pushes switching to a dagger past an option and more into the territory of almost always being the correct choice. Especially if you have armor, magical items, or HD to make that loss of the initial blow a matter less. I can see the swords being tossed aside already!
- Is the order of striking affected in any way with these extra blows? For example, if a person with a dagger (A) is fighting a F2 with a two-handed sword (B) would the order of blows be: B B A A A; or alternating returned blows: B A B A A?
- Giving up a blow mid-round to switch to a lighter weapon could be "free" (i.e. giving up a blow to switch to a dagger could grant additional blows). A side effect of the "additional" wording but definitely makes sense for a quick draw? How would this affect the order of striking?
These are more of immediate questions that come to mind and I have no issue with this turning fighting into quite a nasty affair, but given how much DD dives into CM I'm sure there's some interesting insight on the matter!
Personally, I think the usage of reach (weapon class) and DD's streamlined parrying make weapon choice quite interesting without being too complicated (a real problem when looking to Chainmail's man-to-man parrying). I'm wondering if this "blows per round" can really be of similar benefit? Or is this too finicky to be worth it and on the chopping block?