Sunday, May 29, 2011

Trollslayers - Revised Weapon Charts

The main difference is that weapon damage is now a set number, instead of a multiple based on STR. While I like the idea of damage being based on STR, the scale didn't jibe with the damage for the different sizes/pulls of various bows and crossbows. Now, a character just adds his or her's STR modifier to the base damage for the weapon (but not for bows and crossbows).

Let's see if I can format this a little better...

Weapon         Type  Hand   STR   DEX   DV   DEF   ENC   Cost  Notes

Battle Axe       C     1     14    11    7    +1    3     12   A
                       2     12    10    8    +2               A
Club             B     1      8     8    6    +1    1      -
Bastard Sword    C     1     14    11    8    +1    3     35
                       2     11    10    9    +2
Dagger           C     1      5     8    3     -    1      3
Flail, hand      B     1     13    12    7    +1    2      9   A B
Flail, war             2     12    12    8    +2    4     12   A C
Great Axe        C     2     14    12    8    +2    4     22   A
Greatsword       C     2     14    11   10    +2    4     55   A
Hand Axe         C     1     11     9    5    +1    2      3
Lance            P     1     13    11   10     -    5     25   A D
Mace             B     1     13    10    7    +1    2      6   A
Mace, spiked     B     1     13    11    8    +1    3     10   A E
Maul             B     2     15    12    8    +2    5     12   A
Pole Arm         P     2     11    10   10    +2    5     15   A F
Quarterstaff     B     2     10    12    8    +2    2      2
Short Sword      C     1      7     9    6    +1    1     15
Spear            P     1     12    12    6    +1    2      2   F
                       2      9     8    7    +2  
Spear, long      P     2     11     9    8    +2    3      4   A F
Sword            C     1     12    10    7    +1    2     25
Warhammer        B     1     15    12    6    +1    3      8   A
                       2     12    11    7    +2
Whip (20')       C     1      7    13    3     -    1      4   G H

And now missile weapons...

Weapon         Type  Hand   STR   DEX   DV  Range  ENC   Cost  Notes

Bow, short       P     2      9    10    4   360    2     12   H I J
Bow, medium      P     2     12    11    6   540    3     20   H J
Bow, long        P     2     14    12    9   720    3     35   H J
Bow, great       P     2     17    13   12   900    4     60   H J 
Crossbow, light  P     2   7/8/13   8    7   600    3     40   I K
Crossbow, medium P     2  8/12/17   9   11   750    4     50   K
Crossbow, heavy  P     2  9/14/22  10   16   900    5     75   K
Dagger, thrown   C     1      5     8    3    x3    1      3   I
Hand Axe, thrown C     1     11     9    5    x5    2      3   I    
Rock, thrown     B     1      5     8    2    x6    1      -   I
Sling            B     1      5    10    4   x20    1      1   H I J
Spear, thrown    P     1     12    12    6    x4    2      2   I 

Type indicates the basic damage type the weapon inflicts, which includes Blunt, Cutting, and Piercing.

Hand indicates whether the weapon is used one-handed or two-handed (for human-sized users).  If a weapon can be used either way, different values will be shown for STR, DEX, DV, and DEF.

STR indicates the minimum Strength required to use the weapon without penalty.  The number listed is for Experts and for Commoners with some combat training (i.e. "zero-level men-at-arms").  For Warriors and Paragons, the number required is reduced by one.  For Magicians and Commoners without combat training, the number required is increased by one.

If the user's STR is less than the listed minimum, the user suffers a -1 penalty on their attack roll.  If their STR is half or less of the listed number, the penalty is increased to -2.

DEX indicates the minimum Dexterity required to use the without without penalty.  This otherwise functions as per the notes above on STR.

DV is the base Damage Value of the weapon, which is modified by the user's STR attribute modifier (except for bows and crossbows).

Range is listed in feet.  If a multiplier is give, that number is multiplied by STR to determine the weapon's range.  Point Blank range is 1/10 the maximum range, and gives a +1 to hit. Short Range is from 1/10 to 1/4 the maximum range, and gives no modifier.  Medium Range is from 1/4 to 1/2 the maximum range, and is -1 to hit.  Long Range is from 1/2 to 3/4 maximum range, and gives a -2 penalty to hit.  Extra Long Range is from 3/4 maximum range to the maximum range, and is -3 to hit.

DEF is the bonus to the user's Defense score when using the weapon, indicating the user's ability to parry incoming attacks with the weapon.  The DEF bonus for melee weapons does not protect against missile attacks.  Missile weapons provide no DEF bonus. 

ENC is the Encumbrance score of the weapon.

Cost is the standard cost for the weapon in Silver Pieces.

Notes

A - whenever this weapon is used to attack, it suffers a -1 penalty for Initiative on the following round.

B - this weapon negates up to 2 points of DEF from a defender's weapons and/or shield.

- this weapon negates up to 4 points of DEF from a defender's weapons and/or shield.

D - this weapon is usually only used when mounted; if on foot, it requires two hands to use and is treated as a long spear.  When mounted and the mount is charging an enemy, 2/3 of the mount's current MOVE score can be added to the user's STR for determining damage, up to double the user's current STR.

E - treated as Cutting vs Leather armor, and Piercing vs Chainmail.

F - this weapon may be braced against a charging attack; 2/3 of the charger's MOVE score is added to the user's STR for determing damage, up to double the user's current STR score.

G - may be used to try to 'grab' small objects within its range.

H - if the user does not have a talent with this weapon, an extra -1 penalty to hit is incurred.

I - may be used from horseback.

J - normally takes one round to reload; someone with a talent with this weapon can attack the same round the arrow is nocked at a -1 penalty.

K - the first STR required score is simply the minimum STR needed to use the weapon without penalty. The second score is the STR needed to reload the weapon using mechanical aids; this normally takes four rounds. The final number is the STR needed to reload the weapon manually, which takes one round.

     *     *     *

This is also as good as time as any to mention that a character's base Initiative Modifier has been changed.  Instead of merely being reflected by the character's DEX attribute modifier, it is now the combination of both the DEX and PRE attribute modifiers, as well as getting an additional +1 for every four levels in their character class (round down).

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