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Poll: Historical Kit & realistic rules
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<blockquote data-quote="Drifter Bob" data-source="post: 1679079" data-attributes="member: 17723"><p>Of course they aren't, but you don't have to postulate six different types of bludgeoning or nine types of cutting attacks in order to portray this. One factor is in terms of sheer impact (i.e. damage) which is the chief difference between say a flail and a mace, or the axe blade of a halberd and that of a hatchet; and the other is special armor-piercing ability, such as that of weapons such as icepicks, pilum, war hammers (picks), estocs, stilettos etc. etc., which often sacrifice overall damage for armor (and bone!) piercing ability. You can actually portray this a number of ways in a game system. </p><p></p><p>I don't want to give away every secret of our own rules in this forum but I will say that we do recognize this issue and there is a significant difference in effectivness of all such weapons in our system. I also want to point out, I didn't say we restricted ourselves to the three attack types already used in D&D, I simply said that was the basis of how we handled it.</p><p></p><p></p><p></p><p>Well, they're gonna be real cheap (probably in the realm of $5 -$8 for each time period chapter) and you can always wait to read some reviews. If you really don't want to pay, you could probably find 'em on kazaa <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" />. Or you could write a review yourself and you might be able to finagle a free review copy. Also, if the PDF's do well, we will probably be putting the whole thing out as a book, though seeing as how many local Gaming Stores only carry books by established companies, it might not make it any more easy to find and flip through.</p><p></p><p>DB</p><p></p><p>P.S. you could also sign up for our beta program. There are plenty of options!</p></blockquote><p></p>
[QUOTE="Drifter Bob, post: 1679079, member: 17723"] Of course they aren't, but you don't have to postulate six different types of bludgeoning or nine types of cutting attacks in order to portray this. One factor is in terms of sheer impact (i.e. damage) which is the chief difference between say a flail and a mace, or the axe blade of a halberd and that of a hatchet; and the other is special armor-piercing ability, such as that of weapons such as icepicks, pilum, war hammers (picks), estocs, stilettos etc. etc., which often sacrifice overall damage for armor (and bone!) piercing ability. You can actually portray this a number of ways in a game system. I don't want to give away every secret of our own rules in this forum but I will say that we do recognize this issue and there is a significant difference in effectivness of all such weapons in our system. I also want to point out, I didn't say we restricted ourselves to the three attack types already used in D&D, I simply said that was the basis of how we handled it. Well, they're gonna be real cheap (probably in the realm of $5 -$8 for each time period chapter) and you can always wait to read some reviews. If you really don't want to pay, you could probably find 'em on kazaa ;). Or you could write a review yourself and you might be able to finagle a free review copy. Also, if the PDF's do well, we will probably be putting the whole thing out as a book, though seeing as how many local Gaming Stores only carry books by established companies, it might not make it any more easy to find and flip through. DB P.S. you could also sign up for our beta program. There are plenty of options! [/QUOTE]
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