Post by kent on Aug 26, 2011 12:38:25 GMT -6
I like a simple weapon damage system:
Small = d4 = dagger, slingstone, maybe punch/kick, maybe short sword
Medium = d6 = sword, bow, mace, axe, flail
Large = d8 = two-handed sword, halberd, other polearm
[ed. Kent: d8 was blank above]
Weapons have a bonus or penalty on their "to hit" roll, as follows:
Dagger*, hand axe, spear*: -1 to hit
Mace, hammer, sword*, battle axe, pike: no adjustment
Military pick, morning star, flail, pole arm*, halberd*: +1 to hit
Two-handed sword, mounted lance: +2 to hit
From: odd74.proboards.com/index.cgi?action=display&board=menmagic&thread=356&page=1
Ive been thinking about the *simplest* way to think about the two most common methods of introducing variable weapon effects.
Taking T Foster's and Finarvyn's rulings for the two handed sword we have a +2 To Hit and a d8 damage which is equivalent to a d6+1 in the long run so let's say +1 damage.
The To Hit modifier can seem confusing as say a 19 was required to hit a +2 modifier would appear to double the amount of damage dealt, [10% chance -> 20% chance to hit => doubling], whereas if 13 was required to hit then the fractional increase is no longer double.
There is a simpler way to think about the effect of the To Hit bonus. Simply work out the average damage per round. This will be constant. +2 To Hit is an increase of 10% on an average damage of 3.5 hps, ie +0.35 hps per round.
The +1 Damage bonus however does not have a constant benefit and varies with the skill of the beneficiary. See example in the conclusion below.
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CONCLUSION:
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So the conclusion is that if you wish to modify the rules when using different weapons then:
a To Hit bonus results in a CONSTANT damage rate per round for all combatants of 0.18 hps for +1 To Hit or 0.35 hps for +2 To Hit.
a Damage bonus results in a VARIABLE damage rate per round which favours the most highly skilled combatants. A +1 damage bonus against Chainmail will benefit a Superhero by 0.6 hps per round and a Veteran by 0.35 hps per round.
So now you have more than an aesthetic reason to choose between either method. A bonus to Damage *grows* with the beneficiary while the To Hit bonus is independent of the beneficiary.