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Does a Great Axe do 2.5x the Damage of a Dagger?
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<blockquote data-quote="aramis erak" data-source="post: 8222039" data-attributes="member: 6779310"><p>Not a bad choice, either. </p><p></p><p>Which relies upon a misinterpretation of D&D hitpoints, at least until the introduction of the "bloodied" rule.</p><p>D&D hitpoints aren't traumatic damage to the body; they really represent fatigue; it's the telling hit at the end which does a lethal trauma. Very, very, exceedingly very much TV/Radio serial story, especially Zorro.</p><p></p><p></p><p>Should they hit, base damage each.</p><p>I like the Pendragon solution: base damage is a factor derived from attributes: ((Size+Strength)/6)d6. Unarmed and daggers are -2d (to minimum 1d, or as I houserule, 1d3), shortswords -1d, greatswords and greataxes +1d, </p><p>Note that pendragon armors reduce damage per hit (rigid leather 6, chainmail 9 to 12 points, partial plate 12-14, gothic plate 16, winter weight wool clothing 1-2)...</p><p>I'm fine with a die roll for damage separate from one to hit. It's nice if an exceptional hit does extra damage or does special effects... such as is done in Savage Worlds (increases damage) or in MegaTraveller (multiplies damage before armor effect)</p><p>'ll note that I do like, but it's slow to use, MegaTraveller's penetration to armor ratio as a multiplier of damage to the target.</p><p></p><p>I mean, yeah, I took a .25 ACP to the chest in my CAP issue field jacket (the older Fatigues patern one, in the 1980s). It hit my pocket flap, penetrated that, but not the jacket shell, and the bullet dropped into the pocket, and I had a bruise on my left pectoral area.</p><p></p><p>The point of weapons is to concentrate force in a manner to cause trauma. Not all hits will cause significant trauma. The point of body armor is to spread the force out over a larger area such that trauma does not occur or is of lower threat. Just ask an SCA Heavy fighter about the day they forgot their greaves or vambraces...</p></blockquote><p></p>
[QUOTE="aramis erak, post: 8222039, member: 6779310"] Not a bad choice, either. Which relies upon a misinterpretation of D&D hitpoints, at least until the introduction of the "bloodied" rule. D&D hitpoints aren't traumatic damage to the body; they really represent fatigue; it's the telling hit at the end which does a lethal trauma. Very, very, exceedingly very much TV/Radio serial story, especially Zorro. Should they hit, base damage each. I like the Pendragon solution: base damage is a factor derived from attributes: ((Size+Strength)/6)d6. Unarmed and daggers are -2d (to minimum 1d, or as I houserule, 1d3), shortswords -1d, greatswords and greataxes +1d, Note that pendragon armors reduce damage per hit (rigid leather 6, chainmail 9 to 12 points, partial plate 12-14, gothic plate 16, winter weight wool clothing 1-2)... I'm fine with a die roll for damage separate from one to hit. It's nice if an exceptional hit does extra damage or does special effects... such as is done in Savage Worlds (increases damage) or in MegaTraveller (multiplies damage before armor effect) 'll note that I do like, but it's slow to use, MegaTraveller's penetration to armor ratio as a multiplier of damage to the target. I mean, yeah, I took a .25 ACP to the chest in my CAP issue field jacket (the older Fatigues patern one, in the 1980s). It hit my pocket flap, penetrated that, but not the jacket shell, and the bullet dropped into the pocket, and I had a bruise on my left pectoral area. The point of weapons is to concentrate force in a manner to cause trauma. Not all hits will cause significant trauma. The point of body armor is to spread the force out over a larger area such that trauma does not occur or is of lower threat. Just ask an SCA Heavy fighter about the day they forgot their greaves or vambraces... [/QUOTE]
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Does a Great Axe do 2.5x the Damage of a Dagger?
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