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General Tabletop Discussion
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Reconciling Damage
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<blockquote data-quote="GMMichael" data-source="post: 6759137" data-attributes="member: 6685730"><p>That was just a nod to reality. The point is that damage isn't a hit, or cut, or bleeding, or what-have-you. It's progress. Just a measuring stick. Now, since you have to be progressing toward <em>something</em>, I mentioned just one of the many endpoints that combat progress, damage, can reach.</p><p></p><p>So no, there's no goal-table. Like most other things in the game, why to fight is up to the player.</p><p></p><p></p><p>The design goals were to help differentiate weapons and include the excitement of chance. And, honestly, to better make use of all dice. There are corresponding features to the die types, inherent in the size of the weapon:</p><p></p><p>d4 - tiny weapon - requires one hand, easy to conceal.</p><p>d6 - small weapon - requires one hand, easy to carry.</p><p>d8 - medium weapon - requires one hand, harder to carry.</p><p>d10 - large weapon - requires two hands, hard to carry (unless it's hafted).</p><p>d12 - special weapon - usually two handed, varies.</p><p></p><p>It does imply that -some- warriors wield greatswords and greataxes. These are also the warriors who can't be bothered with a shield, so I hope they're pretty nimble too. Or <em>able to slay in short order</em>. One tradeoff the game makes is that you're either attacking or defending with each action, so in most cases you're vulnerable to damage every time you attack.</p><p></p><p>...so to come full circle, and rephrase a bit: are special weapons, on average, more useful/advantageous in combat than tiny weapons? Does the answer require an abstract or concrete definition of damage?</p></blockquote><p></p>
[QUOTE="GMMichael, post: 6759137, member: 6685730"] That was just a nod to reality. The point is that damage isn't a hit, or cut, or bleeding, or what-have-you. It's progress. Just a measuring stick. Now, since you have to be progressing toward [I]something[/I], I mentioned just one of the many endpoints that combat progress, damage, can reach. So no, there's no goal-table. Like most other things in the game, why to fight is up to the player. The design goals were to help differentiate weapons and include the excitement of chance. And, honestly, to better make use of all dice. There are corresponding features to the die types, inherent in the size of the weapon: d4 - tiny weapon - requires one hand, easy to conceal. d6 - small weapon - requires one hand, easy to carry. d8 - medium weapon - requires one hand, harder to carry. d10 - large weapon - requires two hands, hard to carry (unless it's hafted). d12 - special weapon - usually two handed, varies. It does imply that -some- warriors wield greatswords and greataxes. These are also the warriors who can't be bothered with a shield, so I hope they're pretty nimble too. Or [I]able to slay in short order[/I]. One tradeoff the game makes is that you're either attacking or defending with each action, so in most cases you're vulnerable to damage every time you attack. ...so to come full circle, and rephrase a bit: are special weapons, on average, more useful/advantageous in combat than tiny weapons? Does the answer require an abstract or concrete definition of damage? [/QUOTE]
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