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<blockquote data-quote="Neonchameleon" data-source="post: 5545527" data-attributes="member: 87792"><p>Here I like the Rolemaster implementation - if you're going to use a table, make it a good one. Each weapon had a set of tables - with each major armour category providing a different damage scalar and set of critical effects. It's therefore <em>far</em> more effective at getting the different feel of weapons than the minor modifiers are. (For instance scimitars bite deep into unarmoured and leather armoured foes causing a lot of damage but can barely even scratch plate armour).</p><p> </p><p></p><p></p><p>Ding dong the witch is dead. In 2e the dart was the uberweapon for fighters. Strength and specialisation/mastery made darts unbeatable as weapons for fighters. (I've played a dagger thrower - far more effective than the longsword wielders).</p><p></p><p>Why would people ever use throwing darts? Because they are lighter and more concealable than javelins. And better balanced at short range. They are a niche weapon physically and historically - but the ROF rules mean that every fighter should have been carrying darts because they are just that good.</p><p> </p><p> </p><p></p><p>Again, ding dong the witch is dead. I don't know if you've ever used weapons. But in real life the person with the dagger swings <em>last</em>. He needs to get in past the arc of whatever he's facing. The longer weapons swing first. And can change their angle of attack much further and more easily - you only need to move your wrist as opposed to your whole body (I exaggerate - but not by much). The speed rules are therefore precisely backwards.</p><p> </p><p></p><p> </p><p> And people with properly balanced two handed weapons go before either.</p><p> </p><p></p><p></p><p>Indeed. Which is just weird. Daggers are not good hand to hand weapons. They are concealable weapons.</p><p> </p><p> </p><p></p><p>I see why you miss the quirkyness. But I do not miss very small weapons in the hands of very high strength warriors being the best combination.</p><p></p><p></p><p></p><p>XP for GP. It sets the whole tone of the game.</p></blockquote><p></p>
[QUOTE="Neonchameleon, post: 5545527, member: 87792"] Here I like the Rolemaster implementation - if you're going to use a table, make it a good one. Each weapon had a set of tables - with each major armour category providing a different damage scalar and set of critical effects. It's therefore [I]far[/I] more effective at getting the different feel of weapons than the minor modifiers are. (For instance scimitars bite deep into unarmoured and leather armoured foes causing a lot of damage but can barely even scratch plate armour). Ding dong the witch is dead. In 2e the dart was the uberweapon for fighters. Strength and specialisation/mastery made darts unbeatable as weapons for fighters. (I've played a dagger thrower - far more effective than the longsword wielders). Why would people ever use throwing darts? Because they are lighter and more concealable than javelins. And better balanced at short range. They are a niche weapon physically and historically - but the ROF rules mean that every fighter should have been carrying darts because they are just that good. Again, ding dong the witch is dead. I don't know if you've ever used weapons. But in real life the person with the dagger swings [I]last[/I]. He needs to get in past the arc of whatever he's facing. The longer weapons swing first. And can change their angle of attack much further and more easily - you only need to move your wrist as opposed to your whole body (I exaggerate - but not by much). The speed rules are therefore precisely backwards. And people with properly balanced two handed weapons go before either. Indeed. Which is just weird. Daggers are not good hand to hand weapons. They are concealable weapons. I see why you miss the quirkyness. But I do not miss very small weapons in the hands of very high strength warriors being the best combination. XP for GP. It sets the whole tone of the game. [/QUOTE]
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