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The avg. damage of Bludgeoning weapons

PostPosted: Fri Sep 09, 2011 3:24 pm
by drkguy3107
I know that in the Codex you give bludgeoning weapons higher than avg damage because they are easier to use, but I think they should be lowered, because I don't think that bludgeoning weapons generally do much damage unless directed at arms and head.

Re: The avg. damage of Bludgeoning weapons

PostPosted: Fri Sep 09, 2011 6:48 pm
by Galloglaich
How about ribs, collar bone, or back? Or knees?

Re: The avg. damage of Bludgeoning weapons

PostPosted: Fri Sep 09, 2011 9:37 pm
by drkguy3107
Unarmored yes,

But don't think a blow to a cuirasse would do very much damage at all, since the armor could very easily spread the blow out over the whole chest. I don't see the knees getting hit much due to uberlauffen, and I'm not sure how much the gorget+pauldron+cuirasse cover and protect the clavical.

The reason why this matters I think is because bludgeoning weapons already qualify for the lowest level of armor protection, and so often pack AP bonuses.

Re: The avg. damage of Bludgeoning weapons

PostPosted: Tue Sep 13, 2011 6:16 pm
by Galloglaich
Uberlauffen is only applicable with longswords, it doesn't work that way with sword and buckler, sword and shield, poll axe, dussack, or many other weapons. At Wisby most of the skeletons showed injuries to the lower left leg.

Maces and hammers were specifically designed to mess up armor, and did so pretty effectively. It's really their only reall advantage over swords and axes.

I couldn't parse your last sentance.

G.

Re: The avg. damage of Bludgeoning weapons

PostPosted: Tue Sep 13, 2011 11:24 pm
by drkguy3107
How is that their only advantage vs. swords if they do equal damage, have more AP, and do a damage type that is the most effective vs. armor? To me it seems that a 1 handed mace is infinitely better (in game) than any one handed sword.

Re: The avg. damage of Bludgeoning weapons

PostPosted: Sat Sep 17, 2011 3:43 am
by Galloglaich
The main reason in game and in real life is that it's much more dangerous and difficult to grab a sword than a mace. The second reason is that a sword is more versatile and can do many more types of attacks. The third reason both in game and in real life is that the sword can potentially do much more damage. So for example, a kriegsmesser which can do 1-10 damage, can do D8crit damage with a chop attack. So potentially 1d10 plus 4d8 damage. A bludgeoning weapon like a mace only does D6 crit damage for KO or non-lethal only (under normal codex rules).

The fourth reason is that sword almost always has better reach, speed and defense than a mace.

Finally, the fifth reason is that because the sword can attack in so many ways, pierce, slash, chop, it is eligible for two or three times as many Martial Feats. You can do point control / distance fighting or winding or miesterhau or half-swording...

In short, while a mace may be a better bet for a low level character, a character with skill is usually better off with a sword. Just like in real life.

G.

Re: The avg. damage of Bludgeoning weapons

PostPosted: Sat Sep 17, 2011 3:24 pm
by drkguy3107
Hmm, good points. On different topic, can you explain to me how B critical hits work? I don't quite understand, do they still get primary crit's, or do they just knock you out?

Re: The avg. damage of Bludgeoning weapons

PostPosted: Thu Sep 22, 2011 12:46 am
by Galloglaich
In my campaign they just knock you out, i.e. pose a KO threat. Which can be a big deal! Depending on the target. The TN for the Fort / Will save is the damage plus the crit damage roll. So this has a big effect at low levels or in some surprise situation where you can use all your pool (and get a dynamic critical) but not so much at higher levels especially in routine attacks, because your TN rarely gets very high.

G.

Re: The avg. damage of Bludgeoning weapons

PostPosted: Thu Sep 22, 2011 3:39 am
by drkguy3107
Ok so they don't take any crit. damage (damage is normal) its just the TN for fort to not pass out.

Re: The avg. damage of Bludgeoning weapons

PostPosted: Sat Sep 24, 2011 2:00 pm
by Galloglaich
Yes, that is the way I play it. I left it kind of optional though.

The other two ways are either the 'crit' damage counts as "non-lethal damage" or you just apply the crit damage normally. I like the dynamic of knock-outs though especially for surprise attacks. Like you can knock somebody out with a Sap.

G