Oh, agreed. But in general, I'd assume that a Dwarf with high body is more likely to be on the large, muscular, size...for a Dwarf. Or at least can be if their player wants them to be.Rich H wrote:And a Dwarf can have a Body of 7; 10 for Favoured. With that in mind, I'd suggest that Body doesn't really directly equate to height, there's a bit more to it than just that;
This seems a reasonable way to handle it.Rich H wrote:I'd prefer to use traits like Tall and Small to describe such elements when they are important to the narrative. So, the way I'd handle Merry and Pippin growing due to drinking the Ent Draught is by either (a) applying a new trait not by increasing their Body; something like "Tall for Hobbit Folk" or if you want to apply more mechanical options then (b) some kind of Virtue.
Or this.Glorelendil wrote:Or even just "Tall"?
Well, it specifically does more Endurance damage only, while having worse Edge/Injury...which seems appropriate to me for something that's a bit more useful against the heavy armor available but not actually as likely to kill someone outright. As well as reflective of a weapon that's just likely to be a bit heftier than many others.Glorelendil wrote:As for the proposed mace, it doesn't sit right with me that it does more base damage than a "comparable" sword or axe. I understand that it has the Edge of an axe but the Injury of a sword, so it does need something to compensate, but it doesn't feel logical (to me) that it does more damage than all other 1H weapons. Maybe in real life, against some types of armor, that would be true, but this game doesn't really model/simulate that. (Remind me again what the hit modifier is for a Guisarme-Voulge against AC 2...)
Is it perfectly representative? No. But then, neither are the differences between spears, swords, and axes.
Well, increasing damage works pretty well, actually. And changing damage isn't new design space, I mean look at the Mattock, which (as you note) does less damage than other two handed weapons. Indeed, that seems the only new design space readily available...and makes enough sense for bludgeoning weapons to be a compelling idea for them.Glorelendil wrote:That said, I'm not sure how you fit a new weapon category into the existing design space without just duplicating the stats of an existing weapon type, or creating rules that don't have any precedent.
Eh. So far no weapons duplicate each other's stats, I think keeping it that way is probably a good call.Glorelendil wrote:I'd probably just give it identical stats to a sword, but make a nifty cultural reward that reduces Protection against mail armors.
Here, I agree with you completely.Glorelendil wrote:Also...why Mattock for a family group? Not a remotely similar weapon, and the Mattock actually does less damage compared to other two-handed weapons.