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<blockquote data-quote="Upper_Krust" data-source="post: 237201" data-attributes="member: 326"><p>Hi all! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p></p><p></p><p>As most know, I like a bit of Epic Level Gaming; these sorts of levels are where mechanics start to unravel in D&D.</p><p></p><p>I agree with SableWyvern though that its still fun.</p><p></p><p> </p><p></p><p>Yes. Thats exactly what I have been saying! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f615.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":confused:" title="Confused :confused:" data-smilie="5"data-shortname=":confused:" /></p><p></p><p>I meant we could explain superior base damage to compensate for inferior armour penetration.</p><p></p><p>Piercing weapons will have minimal surface contact (point); then slashing weaponry (edge) and finally crushing weaponry (area).</p><p></p><p>eg. </p><p>Versus an unarmed Commoner a Spear might deal 1d6 damage while a Warhammer 1d10.</p><p></p><p>Versus a soldier in Full Platemail (reducing damage by 8); the spear would deal 1d6-2 whereas the Warhammer 1d10-8. Obviously piercing weapons are more useful against heavily armoured foes (notably so with regards dragons etc.) whereas crushing weapons are more useful against unarmoured targets.</p><p></p><p></p><p></p><p>I know medieval 'warhammers' were like this (notably the martel; represented by most of the picks in the PHB), but you should take a look at the Warhammer illustration in the Players Handbook. Its a big breezeblock on a stick! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p></p><p>Even so the contact area will be greater than either piercing or slashing weaponry.</p><p></p><p>Obviously 'pointed' warhammers would be piercing weapons (though I would label these Martels/Picks to avoid confusion)</p><p></p><p></p><p></p><p>So you use armour as absorbing damage in D&D.</p><p></p><p> </p><p></p><p>I wasn't. I'm just messing about with a few ideas here and using real world analogies to explain my reasoning.</p><p></p><p></p><p></p><p>I still say there are improvements that can be made; some easily incorporated (like armour reducing damage) and others requiring more effort (hit points; proper strength; skill/BAB/Hit Dice)</p></blockquote><p></p>
[QUOTE="Upper_Krust, post: 237201, member: 326"] Hi all! :) As most know, I like a bit of Epic Level Gaming; these sorts of levels are where mechanics start to unravel in D&D. I agree with SableWyvern though that its still fun. Yes. Thats exactly what I have been saying! :confused: I meant we could explain superior base damage to compensate for inferior armour penetration. Piercing weapons will have minimal surface contact (point); then slashing weaponry (edge) and finally crushing weaponry (area). eg. Versus an unarmed Commoner a Spear might deal 1d6 damage while a Warhammer 1d10. Versus a soldier in Full Platemail (reducing damage by 8); the spear would deal 1d6-2 whereas the Warhammer 1d10-8. Obviously piercing weapons are more useful against heavily armoured foes (notably so with regards dragons etc.) whereas crushing weapons are more useful against unarmoured targets. I know medieval 'warhammers' were like this (notably the martel; represented by most of the picks in the PHB), but you should take a look at the Warhammer illustration in the Players Handbook. Its a big breezeblock on a stick! :D Even so the contact area will be greater than either piercing or slashing weaponry. Obviously 'pointed' warhammers would be piercing weapons (though I would label these Martels/Picks to avoid confusion) So you use armour as absorbing damage in D&D. I wasn't. I'm just messing about with a few ideas here and using real world analogies to explain my reasoning. I still say there are improvements that can be made; some easily incorporated (like armour reducing damage) and others requiring more effort (hit points; proper strength; skill/BAB/Hit Dice) [/QUOTE]
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