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<blockquote data-quote="Hautamaki" data-source="post: 5820282" data-attributes="member: 42219"><p>Nobody likes the weapon speed factors and the weapon vs armour table but I don't think it's because it's a bad idea to make different weapon choices meaningful. I think it was just poor execution of those particular rules that made it somewhat of a pain in the butt to run.</p><p></p><p>I think that all weapons SHOULD have some distinguishing features and I houseruled them in to my games in a way that I think is pretty simple and effective.</p><p></p><p>'faster' weapons like rapiers and shortswords get a bonus to-hit to represent their greater speed and ease of use.</p><p></p><p>heavy piercing or blunt weapons like war hammers and flails reduce armour's damage reduction (I also houseruled in damage reduction for heavy armours).</p><p></p><p>Axes and flails do X3 crits, all other weapons do X2.</p><p></p><p>reach weapons like spears, halberds, and polearms always get the first attack in a melee situation to represent their longer reach, even if you have lower initiative.</p><p></p><p>swords and parrying daggers give a bonus to armour class to represent their defensive parrying utility compared to other weapons.</p><p></p><p>That's about it, easy to remember and gives all weapons a unique flavour.</p></blockquote><p></p>
[QUOTE="Hautamaki, post: 5820282, member: 42219"] Nobody likes the weapon speed factors and the weapon vs armour table but I don't think it's because it's a bad idea to make different weapon choices meaningful. I think it was just poor execution of those particular rules that made it somewhat of a pain in the butt to run. I think that all weapons SHOULD have some distinguishing features and I houseruled them in to my games in a way that I think is pretty simple and effective. 'faster' weapons like rapiers and shortswords get a bonus to-hit to represent their greater speed and ease of use. heavy piercing or blunt weapons like war hammers and flails reduce armour's damage reduction (I also houseruled in damage reduction for heavy armours). Axes and flails do X3 crits, all other weapons do X2. reach weapons like spears, halberds, and polearms always get the first attack in a melee situation to represent their longer reach, even if you have lower initiative. swords and parrying daggers give a bonus to armour class to represent their defensive parrying utility compared to other weapons. That's about it, easy to remember and gives all weapons a unique flavour. [/QUOTE]
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