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Siangham? Urgrosh?
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<blockquote data-quote="Celebrim" data-source="post: 235898" data-attributes="member: 4937"><p>"Yes, I do have greater verisimilitude problems with an orcish double-axe than I do with a wizard casting a fireball, or a flying dragon - because at least the latter are floating on genre assumption. There are grey boundaries too - I have no problem with claw bracers and spiked boots from the FRCS, nor do I have any problems with the Kyton flailing quite effectively with spiked chains - but orcish double-axes, urgroshes and non-Kyton wielded spiked chains deliver "what a stupid weapon" suspension of disbelief problems. Given discussions around the game table, I'm not the only one."</p><p></p><p>Amen, Brother. Preach on.</p><p></p><p>This sort of thing is clearly the result of game designers who have never actually wielded melee weapons. In my own game, I try to elimenate the above weapons as much as possible. Some suggestions....</p><p></p><p>Simply rule that certain really unusable and intellectually offensive weapons (double sword, urgosh, orcish double axe(!), dire flail(!!), gnomish axe(!!!)) do not exist, AND/OR...</p><p></p><p>Double weapons (other than the quarterstaff, but including the spiked chain) have an increased fumble range (1-2 or even 1-3, rather than just 1). This takes into account that someone using (for instance) a double sword has a pretty good chance of cutting thier own legs off, especially when the opponent strikes the blade heavily.</p><p></p><p>Realistic weapons have thier weights reduced to a realistic range. Double weapons do not.</p><p></p><p>Urgoshes may not be weilded as a double weapon, but you can switch between weapon ends from round to round.</p><p></p><p>Chains (spiked or not) cannot be used together with Expertise feat or the fight defensively manuever. (They make really poor parrying weapons, and protecting oneself with them is more a matter of making increased offensive threat and forcing your opponent to take a defensive manuever than anything you can do to protect yourself directly.)</p></blockquote><p></p>
[QUOTE="Celebrim, post: 235898, member: 4937"] "Yes, I do have greater verisimilitude problems with an orcish double-axe than I do with a wizard casting a fireball, or a flying dragon - because at least the latter are floating on genre assumption. There are grey boundaries too - I have no problem with claw bracers and spiked boots from the FRCS, nor do I have any problems with the Kyton flailing quite effectively with spiked chains - but orcish double-axes, urgroshes and non-Kyton wielded spiked chains deliver "what a stupid weapon" suspension of disbelief problems. Given discussions around the game table, I'm not the only one." Amen, Brother. Preach on. This sort of thing is clearly the result of game designers who have never actually wielded melee weapons. In my own game, I try to elimenate the above weapons as much as possible. Some suggestions.... Simply rule that certain really unusable and intellectually offensive weapons (double sword, urgosh, orcish double axe(!), dire flail(!!), gnomish axe(!!!)) do not exist, AND/OR... Double weapons (other than the quarterstaff, but including the spiked chain) have an increased fumble range (1-2 or even 1-3, rather than just 1). This takes into account that someone using (for instance) a double sword has a pretty good chance of cutting thier own legs off, especially when the opponent strikes the blade heavily. Realistic weapons have thier weights reduced to a realistic range. Double weapons do not. Urgoshes may not be weilded as a double weapon, but you can switch between weapon ends from round to round. Chains (spiked or not) cannot be used together with Expertise feat or the fight defensively manuever. (They make really poor parrying weapons, and protecting oneself with them is more a matter of making increased offensive threat and forcing your opponent to take a defensive manuever than anything you can do to protect yourself directly.) [/QUOTE]
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