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<blockquote data-quote="Krieg" data-source="post: 1364041" data-attributes="member: 5282"><p>FWIW DMauricio isn't too far from the mark. </p><p></p><p>Historically the term "longsword" was used in Europe to describe a weapon with a longer hilt & blade that was designed to keep pace with advances in armour technology. Said weapons could be wielded with two hands & were referred to as "longswords" to distinguish them from their shorter single handed brethren. </p><p>The more typical single handed weapons were typically just referred to as a "sword".</p><p></p><p>Similarly in Japan the term Daito (literally "long" "sword") was used to refer to any weapon with a blade more than two Shaku (1 shaku = 1 foot roughly) in length. A Shoto (short sword) had a blade between one & two Shaku in length.</p><p></p><p>Ironically enough both historical usages of the term "longsword" translate to the D&D Bastardsword (which brings up an interesting point of it's own). <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>Now while I agree with your statement wholeheartedly, the original poster did have a valid point that "longsword" does have somewhat of a valid historical reference point.</p><p></p><p></p><p>Back to the topic at hand---</p><p></p><p>FWIW Ken Hood has probably made the best attempt to address the firearms damage in a workable manner. He was absolutely correct in basic his formula around the only variables that matter....Projectile caliber, weight & velocity.</p><p></p><p>Break things down into workable (of course definitions of "workable" will vary) groups of calibers for damage and everything else can be handled through a list of property templates. *shrug*</p><p></p><p>Let's face it, if you get hit with a 230gr .45 ACP FMJ, it's not going to matter much if it came from a customized 1911A1 clone or a Glock 21. Similarly is a 200gr .40 S&W FMJ really ballisitically different enough to matter in a game with the (low) granularity of D&D?</p><p></p><p>The specs of the weapons themselves usually aren't going to be mechanically different enough for them to warrant wildly different GAME stats as well.</p><p></p><p>If you really want the crunch just go ahead and buy the Small Arms of the World books and other related source material and eliminate the middle man. All you really need is a basic, modular framework for modeling terminal ballistics is already in place within the game. Everything else is fluff.</p></blockquote><p></p>
[QUOTE="Krieg, post: 1364041, member: 5282"] FWIW DMauricio isn't too far from the mark. Historically the term "longsword" was used in Europe to describe a weapon with a longer hilt & blade that was designed to keep pace with advances in armour technology. Said weapons could be wielded with two hands & were referred to as "longswords" to distinguish them from their shorter single handed brethren. The more typical single handed weapons were typically just referred to as a "sword". Similarly in Japan the term Daito (literally "long" "sword") was used to refer to any weapon with a blade more than two Shaku (1 shaku = 1 foot roughly) in length. A Shoto (short sword) had a blade between one & two Shaku in length. Ironically enough both historical usages of the term "longsword" translate to the D&D Bastardsword (which brings up an interesting point of it's own). ;) Now while I agree with your statement wholeheartedly, the original poster did have a valid point that "longsword" does have somewhat of a valid historical reference point. Back to the topic at hand--- FWIW Ken Hood has probably made the best attempt to address the firearms damage in a workable manner. He was absolutely correct in basic his formula around the only variables that matter....Projectile caliber, weight & velocity. Break things down into workable (of course definitions of "workable" will vary) groups of calibers for damage and everything else can be handled through a list of property templates. *shrug* Let's face it, if you get hit with a 230gr .45 ACP FMJ, it's not going to matter much if it came from a customized 1911A1 clone or a Glock 21. Similarly is a 200gr .40 S&W FMJ really ballisitically different enough to matter in a game with the (low) granularity of D&D? The specs of the weapons themselves usually aren't going to be mechanically different enough for them to warrant wildly different GAME stats as well. If you really want the crunch just go ahead and buy the Small Arms of the World books and other related source material and eliminate the middle man. All you really need is a basic, modular framework for modeling terminal ballistics is already in place within the game. Everything else is fluff. [/QUOTE]
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