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General Tabletop Discussion
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Weapon Attack Adjustments Table (Converted from AD&D, First Edition)
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<blockquote data-quote="Jediking" data-source="post: 6781515" data-attributes="member: 6803126"><p>I like the idea of adding some complexity to differentiate weapon choices, but having to cross-check each attack in each encounter with a magnifying glass over two printouts is a bit much. I suggest focusing on either Armour types or Weapons and adding effects to change them.</p><p></p><p>Something to make this simpler is to separate the weapons into groups. Rather than have a table for each weapons, have Axes, Blades, Polearms, Clubs, Flails (or however you'd like to categorize them). Axes may have a chance to sunder shields or metal armour, which is great for brawling tanks, while Polearms can easily pierce through unarmoured or lightly armoured foes and is preferred by skirmisher types. Flails might be able to swing around Shields while a lucky Club strike may cause broken bones or give a concussion.</p><p></p><p>Changing weapons would indirectly change armour preferences as well. If the plate-wearing Paladin charges into the axe-wielding Orc horde, he may find himself fighting naked before long, while the Ranger is laughing and skewering Orcs beside him, at least until javelins start flying his way. Grouping things would help give players a way to think about what weapons they like in which situations, although this could lead the 'golf-bag' approach if allowed.</p></blockquote><p></p>
[QUOTE="Jediking, post: 6781515, member: 6803126"] I like the idea of adding some complexity to differentiate weapon choices, but having to cross-check each attack in each encounter with a magnifying glass over two printouts is a bit much. I suggest focusing on either Armour types or Weapons and adding effects to change them. Something to make this simpler is to separate the weapons into groups. Rather than have a table for each weapons, have Axes, Blades, Polearms, Clubs, Flails (or however you'd like to categorize them). Axes may have a chance to sunder shields or metal armour, which is great for brawling tanks, while Polearms can easily pierce through unarmoured or lightly armoured foes and is preferred by skirmisher types. Flails might be able to swing around Shields while a lucky Club strike may cause broken bones or give a concussion. Changing weapons would indirectly change armour preferences as well. If the plate-wearing Paladin charges into the axe-wielding Orc horde, he may find himself fighting naked before long, while the Ranger is laughing and skewering Orcs beside him, at least until javelins start flying his way. Grouping things would help give players a way to think about what weapons they like in which situations, although this could lead the 'golf-bag' approach if allowed. [/QUOTE]
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Weapon Attack Adjustments Table (Converted from AD&D, First Edition)
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