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Switch to Forum Live View Wrecan's neato weapon balance thing
8 months ago  ::  Oct 10, 2012 - 2:39PM #151
Maxperson
Date Joined: Mar 22, 2008
Posts: 22,472

Oct 10, 2012 -- 2:03PM, wrecan wrote:

That's a good question.  Maybe small creatures can't use the at bay power, but make them immune to close quarters (just like Tiny creatures currently are).




It could be a feature of small to have both.  They could be immune to close quarters and still be able to keep creatures of their size and smaller at bay.  I think a halfling sized pike should definately be usable against small and smaller creaturs to keep them at bay.

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8 months ago  ::  Oct 10, 2012 - 3:41PM #152
Gee-man
Date Joined: Jul 19, 2012
Posts: 128

Oct 10, 2012 -- 2:03PM, wrecan wrote:

That's a good question.  Maybe small creatures can't use the at bay power, but make them immune to close quarters (just like Tiny creatures currently are).


I think that's fair.  

Oct 10, 2012 -- 2:39PM, Maxperson wrote:

It could be a feature of small to have both.  They could be immune to close quarters and still be able to keep creatures of their size and smaller at bay.  I think a halfling sized pike should definately be usable against small and smaller creaturs to keep them at bay.


I'm really not sure that would work with respect to reach weapons because a small pike would effectively lose the 'reach' quality and for all intents and purposes become a long spear and gain the versatile quality. 

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8 months ago  ::  Oct 10, 2012 - 3:56PM #153
Maxperson
Date Joined: Mar 22, 2008
Posts: 22,472

Oct 10, 2012 -- 3:41PM, Gee-man wrote:

Oct 10, 2012 -- 2:03PM, wrecan wrote:

That's a good question.  Maybe small creatures can't use the at bay power, but make them immune to close quarters (just like Tiny creatures currently are).


I think that's fair.  

Oct 10, 2012 -- 2:39PM, Maxperson wrote:

It could be a feature of small to have both.  They could be immune to close quarters and still be able to keep creatures of their size and smaller at bay.  I think a halfling sized pike should definately be usable against small and smaller creaturs to keep them at bay.


I'm really not sure that would work with respect to reach weapons because a small pike would effectively lose the 'reach' quality and for all intents and purposes become a long spear and gain the versatile quality. 




Then give small and smaller creatures the ability to use weapons to remove immunity to close quarters from creatures.  That effectively gives them "at bay" without actually attaching it to the weapon, and also goes towards helping overcome the penalties for being small that some people feel is unbalanced.

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8 months ago  ::  Oct 10, 2012 - 4:07PM #154
wrecan
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Oct 10, 2012 -- 3:56PM, Maxperson wrote:

Then give small and smaller creatures the ability to use weapons to remove immunity to close quarters from creatures.  That effectively gives them "at bay" without actually attaching it to the weapon, and also goes towards helping overcome the penalties for being small that some people feel is unbalanced.



I don't understand what you mean.  I don't think it would make sense for a Small creature to use a weapon to keep people at bay that a Medium person could not use. 

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8 months ago  ::  Oct 10, 2012 - 4:16PM #155
Maxperson
Date Joined: Mar 22, 2008
Posts: 22,472

Oct 10, 2012 -- 4:07PM, wrecan wrote:

Oct 10, 2012 -- 3:56PM, Maxperson wrote:

Then give small and smaller creatures the ability to use weapons to remove immunity to close quarters from creatures.  That effectively gives them "at bay" without actually attaching it to the weapon, and also goes towards helping overcome the penalties for being small that some people feel is unbalanced.



I don't understand what you mean.  I don't think it would make sense for a Small creature to use a weapon to keep people at bay that a Medium person could not use. 




It's harder for bigger creatures to keep smaller ones away.  I can keep a big dog away with a stick easier than I can a chihuahua.  And a fly?  Forget it.  Allowing small and smaller creatures to keep other small creatures from being immune to close quarters if they have a weapon in hand makes sense to me.  Nothing is actually being kept "at bay" in the sense of the mechanic being discussed, but removal of immunity to close quarters is comparible to "at bay."

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8 months ago  ::  Oct 10, 2012 - 4:20PM #156
wrecan
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Ah.  That makes more sense.  I'll think about it!
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8 months ago  ::  Oct 10, 2012 - 11:32PM #157
kadim
Date Joined: Jun 21, 2012
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I still think limiting it to one size class larger preserves enough of reality to make it work.



I've been making NPCs for my next session under the assumption that the abilities are determined by how many hands you need to use to wield the weapon rather than the weapon's size. So for small creatures the weapon size just slides down one with long weapons being two handed and short weapons being versatile. Close weapons become 1 handed, but can be wielded at close quarters without penalty. If for some reason I had a tiny creature, I'd probably carry on that way with short weaponws being two handed, close being versatile and I'd make up another category for one handed. At that point the tiny creature can't really be penalised for close quarters so it's a moot point.


I've got a large NPC as well that's made me add a size class "humongus" to the other side of great, which serves as their two handers and great weapons are versatile, long are one handed and short are close. Reach weapon damage goes up as well 'cause it makes sense to my brain, but suffer a penalty to damage when striking twice as large an area.



Half way through the first session I had to overturn the size restriction in favour of what I said: 1 size class larger flies because it just sucked too hard and made small creatures suck even more.

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8 months ago  ::  Oct 11, 2012 - 6:41AM #158
wrecan
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I've amended the rules to allow these weapon categories to affect creatures up to one size bigger than you.  So a human can keep an owlbear at bay, but not a bullette.  I also added an ehtire section on weapons of unuaul size in the "Design Your Own Weapon" section.

The other thing to remember with at bay is there are no attacks of opportunity in this iteration of the playtest.  So if you have a halberd and two men with longswords approach you, you can only keep one at bay at a time.  The other is going to close in on you.  Which means, even if you back up five feet and hit one swordsman, you are still getting attacked by the other swordsman (and at some point may run out of space!)

If they reintroduce attacks of opportunity, the at bay rule should state that hitting someone on an attack of opportunity does not keep them at bay.
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8 months ago  ::  Oct 11, 2012 - 7:08AM #159
kadim
Date Joined: Jun 21, 2012
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I've been toying with giving my halberd/combat reflexes player a choice between dealing damage or stopping them but not both. I haven't seen it get really abusive yet but he knows it's on my radar so he'll probably keep it clean in hopes that I let at bay stand as it is.
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8 months ago  ::  Oct 11, 2012 - 9:16AM #160
AbdulAlhazred
Date Joined: Jan 9, 2009
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Oct 8, 2012 -- 6:19AM, wrecan wrote:

MacEochaid: What about an ongoing damage, or just a second dose of damage at the begining of the next round to represent a deep wound?

These are good ideas.  I wonder if they would be too complicated for a mechanic that is likely to be invoked, on average every encounter.

MacEochaidI would remove the throwing knife from blades, I just don't see a thrown slashing weapon helping add versimilitude (nor does a deflective throwing knife make much sense to me). 

I understand your point.  I'm going to hold off removing throwing blades until we're certain we're using deflective as the blade property.  That's one of the properties potentially on the chopping block.  If we replace it with something that does make sense with a ranged weapon, then the throwing knives stay.

As for the more general point as to why I don't let holes in the system, it's to ensure that if someone comes up with a character concept, the tools are there for them to use it.  I don't want someone to be excited about a character concept that requires a close axe and then find out there's no such thing.  

I'm not going for realism here.  I am going for cinematic storytelling.  So if someone wants to weild two mini-axes, I don't care that it's not particularly realistic.  Same reason spiked chain is in there.

MacEochaidAlso why are flails slashing?

Good catch.  Mostly, because there are way too many bludgeoning weapons (flails are traditionally bludgeoning) and almost no slashing weapons.  In my mind, I was thinking of a swinging piece of metal tearing flesh from their enemies as slashing damage, rather than simply swinging a mini-wrecking ball into someone's cranium as bludgeoning damage.  But I'm amenable to restoring the flails to bludgeoning if people are bothered by them being slashing.

MacEochaidmaybe remove morning star for it's dubious historocity and replace with the DnD triple headed flail

I'd like triple-headed flail to be an exotic weapon of some sort.  I don't see anybody but gnolls really getting to use them.  And, for better or ill, morningstar has a lot of history in the game, so I'd rather not remove it, despite the historical inaccuracy.

MacEochaidLastly, would you use these rules for monsters natural weaponry

I was actually thinking monster attacks would be described in individual monster entries.  But it might be worth having a short paragraph in the basic rules explaining how monster attacks fit into the schema along the lines you suggested.


Just to maybe contribute a little on the whole question of flails, morningstars, and maces...

There were a couple types of flails in use. One was the simple agricultural flail, which was used now and then by peasants as a makeshift weapon. There are a few illustrations of these with spikes added, but in general they're a long pole (4' or so) with a shorter cylindrical head attached by a couple links of chain. The other type of flail was a short (often very short) handle with one or more heads attached by chains about as long as the handle. These could be spiked balls or just weights. clearly these smaller flails were purely military weapons.

Morning stars were BASICALLY maces, but with spikes. They came in both infantry and cavalry (light, one-handed) versions. The infantry version was typically at least 4' and sometimes as much as 8' in length. They always had a tip spike and might or might not also have side spikes (usually). Some of the longer versions with only a tip spike were called 'godendag' and were probably used mostly like a spear with an auxiliary mace-like bludgeoning mode.

Then you're grading into the various maces and then hammers. All of these weapons were made in both one and two-handed versions, and some hammers were made as pole arms. They all work on the same principles though.

Frankly, IMHO it would be most ACCURATE to consider the mace/hammer/morning star/club as one single 'club' weapon family. That does reduce the need to come up with extra rules and resolves the "what is the club pole arm slot called (lucern hammer)". Of course this may not meet with the expectations of a lot of players...

Flails certainly seem mechanically somewhat different, though in terms of the damage delivered they don't seem much different from other clubs. They were certainly difficult to defend against, with blows easily avoiding shields, tangling with weapons, and striking from odd angles and with high speed. It is quite hard to defend against a determined flail attack. OTOH if the weapon users momentum can be broken or the head snagged then it can quickly become useless. Perhaps something can be done to portray this nature of the weapon, though I don't think the last version you put up was bad at all.

That is not dead which may eternal lie
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