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Old 7th October 2009, 08:26 PM   #1 (permalink)
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How to make armor piercing maces, flails, picks?

In historical battle, swords were great against flesh, but you wanted concentrated swinging force to get through armor. Picks, flails, and maces were better against plate armor than swords.

I'm trying to come up with a way to model this, with minimal rules complication.

My first thought was to change picks a bit:

Light War Pick, loses high-crit, gains armor piercing 1.
Heavy War Pick, loses high-crit, gains armor piercing 2.

Armor piercing says that if the attack targets AC and misses, but hits Reflex, the weapon deals its armor piercing value.

As for mace and morningstar and flails, maybe reduce their damage die by 1 and give them AP 1. Heavy versions thereof gets AP 2.


But that seems weak and fiddly to me. Any ideas?
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Old 7th October 2009, 08:45 PM   #2 (permalink)
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Reducing damage die by 1, in exchange for AP 1, is a bit of a losing proposition.

It's an interesting idea, but I'd suggest throwing it on some monsters and seeing how well it works on the players, whether it slows play down, etc. I've played with monsters that targeted 'AC or Reflex, whichever was better' before and it did slow play some, and this would slow it quite a bit more.
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Old 7th October 2009, 08:46 PM   #3 (permalink)
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AbdulAlhazred Goblin Sharpshooter (Lvl 2)
Well, then the issue is going to be "which types of armor does this really help against?". 1e and 2e had these kinds of rules and they were essentially totally ignored by AFAIK 100% of players. It just doesn't add that much to the game vs the work involved.

Mechanically it seems to me your proposal on average would give "Armor Piercing" weapons a +2 to-hit, but since the AP damage is so small that will add insignificantly to damage. Assuming you can hit AC on 10 and REF on 8 an Armor Piercing 1 weapon would do on average 0.1 DPR more damage than an otherwise identical weapon. High crit is worth more than that, so is brutal 1. Each reduction of one damage die is worth about 0.5 DPR, so really there isn't anything you can remove from the weapon that is trivial enough to balance against Armor Piercing.

Personally I think its too trivial to bother with, and D&D combat is unrealistic enough now that any minor "realism patch" IMHO isn't going to change that noticeably.
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Old 7th October 2009, 10:16 PM   #4 (permalink)
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Maybe "If it hits Ref, but misses AC, it does half damage. Three-fourths damage if the attack normally deals 1/2 on a miss."
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Old 8th October 2009, 12:43 AM   #5 (permalink)
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Or make it work more like Hammer Rhythm.
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Old 8th October 2009, 06:22 PM   #6 (permalink)
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What about this? If you roll 10+ and miss, you add the armor piercing damage. This would not take that much time to track. It would also have the effect of becoming more beneficial as enemy AC goes up. I think it would cool to add the armor piercing to any miss damage. As far as making the weapons lose something to gain Armor Piercing, you could probably just add it to liven up the maces and picks.
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Old 8th October 2009, 06:33 PM   #7 (permalink)
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Basic melee attacks target Ref instead of AC?

Maybe some feats to make it better?
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Old 8th October 2009, 09:12 PM   #8 (permalink)
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willows Kobold Slinger (Lvl 1)
Referencing two defences instead of one is going to create a disproportionate amount of handling time in play.

Maybe try, "Apply the wearer's armor check penalty to his AC against AP weapons." It's very simple and clean, and relatively easy to handle.
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Old 8th October 2009, 09:40 PM   #9 (permalink)
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Referencing two defences instead of one is going to create a disproportionate amount of handling time in play.

Maybe try, "Apply the wearer's armor check penalty to his AC against AP weapons." It's very simple and clean, and relatively easy to handle.
Monsters don't have listed armor check penalties.
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Old 8th October 2009, 09:45 PM   #10 (permalink)
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How about make them go through resistance to damage instead? It's not quite the same, but has a similar feel.
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Old 8th October 2009, 10:17 PM   #11 (permalink)
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Monsters don't have listed armor check penalties.
Great, that simplifies the mechanic even more.
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Old 9th October 2009, 04:30 AM   #12 (permalink)
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Arguably, the pick is already a High Crit weapon, which might be how they are representing its armor piercing power already.

Maces weren't really all that "armor piercing", so much as "armor denting" and capable of driving the armor into the wearer with bone breaking force.

But if you're really devoted to the idea, just add your armor piercing power to a magical version, and make it something special - in the hands of a boss or leader type. Trying to add the mechanic to what may amount to a dozen NPCs, all wielding picks and maces, will just bog the combat down too much.
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Old 10th October 2009, 04:02 PM   #13 (permalink)
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Just checking, but armor piercing weapons are what we're talking about, right?

Well, armor reduces the chance to hit, so it should not effect damage at all. It should effect chance to hit? And in fact, the only thing that these type of weapons really effected was heavy armors, (I know, it's an over-generalization), so a +1 weapon bonus to attacks vs. heavy armor?

Or am I wandering off course?
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Old 10th October 2009, 05:43 PM   #14 (permalink)
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My thought is, I've got full plate. If you attack me with a sword, you've got to aim in some very precise spots to hurt me, so that's why my AC is high. If you attack with a pick, if you can hit one of those precise spots, I'll be really hurt, but even if you miss, your pick might go through a plate and still hurt me. It just won't be as much, because the metal absorbed some of the damage.

The logic works the same way with other armors. You can stab a guy in chainmail in his armpit or throat, or you can wallop him with a mace in his chest, and still hurt him a bit.

Bear in mind, my group liked Conan d20's combat rules, where you could either try to bash through armor, or hit a weak spot, so a little fiddly-ness is not big problem if it gives us more combat options.
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Old 10th October 2009, 05:58 PM   #15 (permalink)
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AbdulAlhazred Goblin Sharpshooter (Lvl 2)
I'd say if its fun for a given group, go for it. It certainly isn't going to unbalance the game to add a point or two of damage now and then on a near miss.
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Old 10th October 2009, 09:13 PM   #16 (permalink)
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Well there's another possible option then...

For those weapons, whenever making an attack against AC, you may choose to instead make the attack against the target's Reflex but deal half damage.

Course, that'd be damn popular with daze/stun/etc type attacks so maybe not. But making the conscious decision to give up trying to hit a weak point and let it do its work anywhere is something.
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Old 11th October 2009, 07:35 AM   #17 (permalink)
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There is a fiddly bit in D&D, though: HP don't reflect actual damage.

A hit vs. AC could be a slice into the armpit of a guy wearing full plate, a thrust down into the space between the neck and the bone, or just a heavy smash against the breastplace that winds your opponent.

That means that it's hard to reflect what AP weapons actually do.

Hmm...

Here is a simple idea: +1 atk vs. AC.
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Old 12th October 2009, 01:10 AM   #18 (permalink)
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It would be pretty simple to remove their high crit and give them a +2 to hit targets who wear armor.
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Old 12th October 2009, 09:13 AM   #19 (permalink)
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I feel this is what the4 High Crit property is all about; regardless of the target's AC, you got a 1-in-20 chance of landing a really big wallop. The larger a percentage of your total damage comes on a crit, the less you lose because of AC.

This is why it annoys me that Scimitars are high crit - these are surface slashing weapons meant not to stick as you make ride-by attacks and not intended for armored targets at all.
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Old 12th October 2009, 05:10 PM   #20 (permalink)
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