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<blockquote data-quote="Lunamancer" data-source="post: 777211" data-attributes="member: 11015"><p>Thanks! I'm happy it was well-recieved here.</p><p></p><p></p><p></p><p>Fire away!</p><p></p><p></p><p></p><p>Actually, there is. Weapon harm is differentiated somewhat. Each weapon has a <em>minimum</em> harm. For example, a Falchion does 7-20 harm while a Short Sword does 2-20 harm. What this means is, when you roll your 20-sider, if you get lower than your minimum harm, it counts as minimum harm, rather than what you rolled. So suppose you're attacking someone with Half Leather armor (5 points of Armor Protection). That means if you're using the Short Sword, there is a chance that you will do so little harm that it will not get through the armor. But with the Falchion, you're always guaranteed to do enough harm so that at least <em>some</em> will get through.</p><p></p><p>The difference is a little less dramatic when comparing the Long Sword (4-20 Harm) to the Dagger (1-20), but you do still get the same thing. The Two-Handed Sword has a minimum harm of 11, so that gets through armor even better. There's also an optional "Strong Attack" rule which says that if armor absorbs 10 or more Harm from a single hit, the wearer will take 1 point of Shock Harm from the sheer impact of the blow. If this rule is used, that means the Two-Handed Sword is always guaranteed that one point of harm.</p><p></p><p></p><p></p><p>I've found LA to be very adaptable to pretty much everything. For example, if you wanted to add a lot of extra detail on the armor penetration value of weapons, you could easily construct an armor vs weapon table a la AD&D 1st Ed, or if you're less ambitious, a damage type vs armor type table a la 2nd Ed. It could be a table of bonuses and penalties to harm, minimum harm, or even to hit. Most people thought those were pretty unwieldy, however.</p><p></p><p>I should also note that heavy bludgeoning weapons, when they are magical ones, have special armor penetration notes (don't recall them off hand, but it is mentioned in the section on those sorts of magical weapons in Lejend Masters Lore). If you really wanted to, you could make them apply to the non-magical varieties as well. I know some LMs have even toyed with the idea of making piercing type weapons do only half the normal amount of harm to armor, and the bludgeoning ones do double.</p></blockquote><p></p>
[QUOTE="Lunamancer, post: 777211, member: 11015"] Thanks! I'm happy it was well-recieved here. Fire away! Actually, there is. Weapon harm is differentiated somewhat. Each weapon has a [i]minimum[/i] harm. For example, a Falchion does 7-20 harm while a Short Sword does 2-20 harm. What this means is, when you roll your 20-sider, if you get lower than your minimum harm, it counts as minimum harm, rather than what you rolled. So suppose you're attacking someone with Half Leather armor (5 points of Armor Protection). That means if you're using the Short Sword, there is a chance that you will do so little harm that it will not get through the armor. But with the Falchion, you're always guaranteed to do enough harm so that at least [i]some[/i] will get through. The difference is a little less dramatic when comparing the Long Sword (4-20 Harm) to the Dagger (1-20), but you do still get the same thing. The Two-Handed Sword has a minimum harm of 11, so that gets through armor even better. There's also an optional "Strong Attack" rule which says that if armor absorbs 10 or more Harm from a single hit, the wearer will take 1 point of Shock Harm from the sheer impact of the blow. If this rule is used, that means the Two-Handed Sword is always guaranteed that one point of harm. I've found LA to be very adaptable to pretty much everything. For example, if you wanted to add a lot of extra detail on the armor penetration value of weapons, you could easily construct an armor vs weapon table a la AD&D 1st Ed, or if you're less ambitious, a damage type vs armor type table a la 2nd Ed. It could be a table of bonuses and penalties to harm, minimum harm, or even to hit. Most people thought those were pretty unwieldy, however. I should also note that heavy bludgeoning weapons, when they are magical ones, have special armor penetration notes (don't recall them off hand, but it is mentioned in the section on those sorts of magical weapons in Lejend Masters Lore). If you really wanted to, you could make them apply to the non-magical varieties as well. I know some LMs have even toyed with the idea of making piercing type weapons do only half the normal amount of harm to armor, and the bludgeoning ones do double. [/QUOTE]
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