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<blockquote data-quote="BluSponge" data-source="post: 2503867" data-attributes="member: 916"><p>Not so. Hand weapons deal the weilder's Strength die in damage as a base, but are augmented based on the weapon. For example, your fist does STR damage, a dagger does STR+1 damage, a short sword STR+2, a long sword STR+3.</p><p></p><p>Ranged weapons generally deal around 2d6 damage.</p><p></p><p>Also something to consider is the way damage works in SW. This is not like DnD where you are depleting a pool of hit points. In SW, when you roll damage, you are trying to beat your opponent's Toughness score in order to stun ("shake") or wound him. If you roll damage equal =/> your opponent's Toughness, they are "shaken", and can't do anything but defend themselves until they have a chance to unshake on their initiative (this requires a regular spirit roll, TN 4). If you roll a "raise" on your damage roll (=/> your opponent's Toughness+4), your opponent is wounded.</p><p></p><p>Now, opponents in SW come in two classes. They can be Wild Cards, making them equivilant to PCs, in which case they can take 3 wounds before going down. Or they can be Mooks, in which case one wound takes them down for good. Naturally, mooks make up the majority of the opponents the players are going to face.</p><p></p><p>Tom</p></blockquote><p></p>
[QUOTE="BluSponge, post: 2503867, member: 916"] Not so. Hand weapons deal the weilder's Strength die in damage as a base, but are augmented based on the weapon. For example, your fist does STR damage, a dagger does STR+1 damage, a short sword STR+2, a long sword STR+3. Ranged weapons generally deal around 2d6 damage. Also something to consider is the way damage works in SW. This is not like DnD where you are depleting a pool of hit points. In SW, when you roll damage, you are trying to beat your opponent's Toughness score in order to stun ("shake") or wound him. If you roll damage equal =/> your opponent's Toughness, they are "shaken", and can't do anything but defend themselves until they have a chance to unshake on their initiative (this requires a regular spirit roll, TN 4). If you roll a "raise" on your damage roll (=/> your opponent's Toughness+4), your opponent is wounded. Now, opponents in SW come in two classes. They can be Wild Cards, making them equivilant to PCs, in which case they can take 3 wounds before going down. Or they can be Mooks, in which case one wound takes them down for good. Naturally, mooks make up the majority of the opponents the players are going to face. Tom [/QUOTE]
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