RangerWickett
Legend
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?
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?