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Community
General Tabletop Discussion
*Pathfinder & Starfinder
Super-simple damage mechanic
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<blockquote data-quote="Arkhandus" data-source="post: 1946595" data-attributes="member: 13966"><p>Let's see...by your system, as-is, but with the increased base damage of 3....using 3.5 the following weapons would deal....</p><p>Anyone's unarmed strike (whether tiny, medium, colossal, or anything else, 3.5 doesn't differentiate in size category) 1 damage (base 3, -1 Light, -1 Finessable)</p><p>Dagger 1 damage (minimum 1; base 3, -1 Light, -1 Finessable, -1 Ranged)</p><p>Light Mace 1 damage (base 3, -1 Light, -1 Finessable)</p><p>Shortspear 2 damage (base 3, -1 Ranged)</p><p>Spear 5 damage (base 3, +2 Two-Handed)</p><p>Longspear 4 damage (base 3, +2 Two-Handed, -1 Reach)</p><p>Dart 2 damage (base 3, -1 Ranged)</p><p>Heavy Crossbow 2 damage (base 3, -1 Ranged)</p><p>Short Sword 3 damage (base 3, +2 Martial, -1 Light, -1 Finessable)</p><p>Throwing Axe 2 damage (base 3, +2 Martial, -1 Light, -1 Finessable, -1 Ranged)</p><p>Battleaxe 5 damage (base 3, +2 Martial)</p><p>Rapier 4 damage (base 3, +2 Martial, -1 Finessable)</p><p>Heavy Pick 5 damage (base 3, +2 Martial)</p><p>Falchion 7 damage (base 3, +2 Martial, +2 Two-Handed)</p><p>Glaive 6 damage (base 3, +2 Martial, +2 Two-Handed, -1 Reach)</p><p>Longbow 4 damage (base 3, +2 Martial, -1 Ranged)</p><p>Shortbow 4 damage (base 3, +2 Martial, -1 Ranged)</p><p></p><p>Change the Small penalty to Light, as that's the term in 3.5. The damage penalty for ranged weapons probably should only apply to those which are also normally useable in melee, such as daggers, throwing axes, light hammers, clubs, shortspears, and so on. You'll have to do something with ranged weapons to differentiate between sizes, because 3.5 took away weapon sizes for ranged weapons (at least, for the most part). With your system, there's no difference between a scythe, a falchion, a greatsword, or a greatclub damage-wise, yet they each have very different secondary properties (scythe with great crit, falchion great threat range, greatclub nothing great whatsoever).... Nor between a shortbow and a longbow, or a dart and a heavy crossbow.</p><p></p><p>You definately need to come up with damage modifiers for such things as threat range, critical multiplier, special uses/bonuses (i.e. heavy flails, whips, spiked chains, etc.), and the like. The default threat/crit for stuff is 20/x2, so anything better than that should earn a damage penalty or something in this system. Why bother wielding a greatsword or battleaxe when you can have a falchion or scythe, eh? I mean, they all deal the same damage in this system, but the falchion and scythe are clearly superior to other two-handed martial weapons otherwise.</p><p></p><p>Maybe someone will notice now one of the reasons I despise 3.5 weapon sizing rules? {:^D</p></blockquote><p></p>
[QUOTE="Arkhandus, post: 1946595, member: 13966"] Let's see...by your system, as-is, but with the increased base damage of 3....using 3.5 the following weapons would deal.... Anyone's unarmed strike (whether tiny, medium, colossal, or anything else, 3.5 doesn't differentiate in size category) 1 damage (base 3, -1 Light, -1 Finessable) Dagger 1 damage (minimum 1; base 3, -1 Light, -1 Finessable, -1 Ranged) Light Mace 1 damage (base 3, -1 Light, -1 Finessable) Shortspear 2 damage (base 3, -1 Ranged) Spear 5 damage (base 3, +2 Two-Handed) Longspear 4 damage (base 3, +2 Two-Handed, -1 Reach) Dart 2 damage (base 3, -1 Ranged) Heavy Crossbow 2 damage (base 3, -1 Ranged) Short Sword 3 damage (base 3, +2 Martial, -1 Light, -1 Finessable) Throwing Axe 2 damage (base 3, +2 Martial, -1 Light, -1 Finessable, -1 Ranged) Battleaxe 5 damage (base 3, +2 Martial) Rapier 4 damage (base 3, +2 Martial, -1 Finessable) Heavy Pick 5 damage (base 3, +2 Martial) Falchion 7 damage (base 3, +2 Martial, +2 Two-Handed) Glaive 6 damage (base 3, +2 Martial, +2 Two-Handed, -1 Reach) Longbow 4 damage (base 3, +2 Martial, -1 Ranged) Shortbow 4 damage (base 3, +2 Martial, -1 Ranged) Change the Small penalty to Light, as that's the term in 3.5. The damage penalty for ranged weapons probably should only apply to those which are also normally useable in melee, such as daggers, throwing axes, light hammers, clubs, shortspears, and so on. You'll have to do something with ranged weapons to differentiate between sizes, because 3.5 took away weapon sizes for ranged weapons (at least, for the most part). With your system, there's no difference between a scythe, a falchion, a greatsword, or a greatclub damage-wise, yet they each have very different secondary properties (scythe with great crit, falchion great threat range, greatclub nothing great whatsoever).... Nor between a shortbow and a longbow, or a dart and a heavy crossbow. You definately need to come up with damage modifiers for such things as threat range, critical multiplier, special uses/bonuses (i.e. heavy flails, whips, spiked chains, etc.), and the like. The default threat/crit for stuff is 20/x2, so anything better than that should earn a damage penalty or something in this system. Why bother wielding a greatsword or battleaxe when you can have a falchion or scythe, eh? I mean, they all deal the same damage in this system, but the falchion and scythe are clearly superior to other two-handed martial weapons otherwise. Maybe someone will notice now one of the reasons I despise 3.5 weapon sizing rules? {:^D [/QUOTE]
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Super-simple damage mechanic
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