New Weapon: Mace
New Weapon: Mace
A common weapon, cheap and available almost anywhere: The Mace.
Mace:
Damage: 6
Edge: G
Injury: 16
Encumbrance: 2
Group: Club / Crush Weapon
1h Weapon.
Notes: Best weapon to give damage at heavy armored opponent, and cheap, available even for Frugal Culturs.
Morgoth have one, Grond. So it is Tolkiennish
Mace:
Damage: 6
Edge: G
Injury: 16
Encumbrance: 2
Group: Club / Crush Weapon
1h Weapon.
Notes: Best weapon to give damage at heavy armored opponent, and cheap, available even for Frugal Culturs.
Morgoth have one, Grond. So it is Tolkiennish
Last edited by Terisonen on Sat Mar 07, 2015 5:27 pm, edited 1 time in total.
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Re: New Weapon: Mace
II definitely agree with your basic assumptions regarding what mace stats should be like. I don't think Mattock actually fits in the same group, though.
I'd be inclined to a do a 'Clubs' weapon group, with a Club (short sword equivalent), mace, warhammer (one would be the 'default' the other the long sword equivalent), and maul (two-handed version). Base them all on swords, but with +1 damage, +1 Edge.
Seems pretty simple and workable.
I'd actually be inclined to makes Mace the longsword equivalent, and then make it available to hobbits, purely to represent Bullroarer Took's giant club and give hobbits something resembling a two-handed option.
I'd be inclined to a do a 'Clubs' weapon group, with a Club (short sword equivalent), mace, warhammer (one would be the 'default' the other the long sword equivalent), and maul (two-handed version). Base them all on swords, but with +1 damage, +1 Edge.
Seems pretty simple and workable.
I'd actually be inclined to makes Mace the longsword equivalent, and then make it available to hobbits, purely to represent Bullroarer Took's giant club and give hobbits something resembling a two-handed option.
Re: New Weapon: Mace
Agree with the 'Clubs' weapon group. I also will put the Warhammer in this group for the sake of simplicity, with less Damage and more Edge. It's a weapon designed for puncturing.
Bullroarer was a giant among Hobbit, barely representative of his kind.
Bullroarer was a giant among Hobbit, barely representative of his kind.
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Re: New Weapon: Mace
Seems a reasonable way to go.Terisonen wrote:Agree with the 'Clubs' weapon group. I also will put the Warhammer in this group for the sake of simplicity, with less Damage and more Edge. It's a weapon designed for puncturing.
Well, with Body 7 you're playing a giant among men (or at least can be). Why can't you play a giant among hobbits with Body 4? Seems totally reasonable to me.Terisonen wrote:Bullroarer was a giant among Hobbit, barely representative of his kind.
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Re: New Weapon: Mace
Heh. Dunedain can be true giants among men, with potential Body of 8.
But as hobbits go...Merry and Pippin grew to unusual size...possibly even dwarf sized...after drinking too many entwashes. Which means they should both be body 4 when they're done...except brandybuck and took are specific hobbit subtypes and they must both conform.
But as hobbits go...Merry and Pippin grew to unusual size...possibly even dwarf sized...after drinking too many entwashes. Which means they should both be body 4 when they're done...except brandybuck and took are specific hobbit subtypes and they must both conform.
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Re: New Weapon: Mace
Well, true.Angelalex242 wrote:Heh. Dunedain can be true giants among men, with potential Body of 8.
Well, the Bucklander Background actually starts with Body 4.Angelalex242 wrote:But as hobbits go...Merry and Pippin grew to unusual size...possibly even dwarf sized...after drinking too many entwashes. Which means they should both be body 4 when they're done...except brandybuck and took are specific hobbit subtypes and they must both conform.
Besides, I don't see any restriction on having a different background but still being a Took or Brandybuck. After all, you don't need one of those names to take those Backgrounds, and Hobbits intermarry a fair bit.
Re: New Weapon: Mace
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; 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.Deadmanwalking wrote:Well, the Bucklander Background actually starts with Body 4.Angelalex242 wrote:But as hobbits go...Merry and Pippin grew to unusual size...possibly even dwarf sized...after drinking too many entwashes. Which means they should both be body 4 when they're done...except brandybuck and took are specific hobbit subtypes and they must both conform.
Besides, I don't see any restriction on having a different background but still being a Took or Brandybuck. After all, you don't need one of those names to take those Backgrounds, and Hobbits intermarry a fair bit.
TOR resources thread: viewtopic.php?f=7&t=62
TOR miniatures thread: viewtopic.php?t=885
Fellowship of the Free Tale of Years: viewtopic.php?f=7&t=8318
TOR miniatures thread: viewtopic.php?t=885
Fellowship of the Free Tale of Years: viewtopic.php?f=7&t=8318
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Re: New Weapon: Mace
Or even just "Tall"?
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...)
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.
I'd probably just give it identical stats to a sword, but make a nifty cultural reward that reduces Protection against mail armors.
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.
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...)
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.
I'd probably just give it identical stats to a sword, but make a nifty cultural reward that reduces Protection against mail armors.
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.
The Munchkin Formerly Known as Elfcrusher
Journey Computer | Combat Simulator | Bestiary | Weapon Calculator
Journey Computer | Combat Simulator | Bestiary | Weapon Calculator
Re: New Weapon: Mace
Yeah, f*ck it, why not.Glorelendil wrote:Or even just "Tall"?
TOR resources thread: viewtopic.php?f=7&t=62
TOR miniatures thread: viewtopic.php?t=885
Fellowship of the Free Tale of Years: viewtopic.php?f=7&t=8318
TOR miniatures thread: viewtopic.php?t=885
Fellowship of the Free Tale of Years: viewtopic.php?f=7&t=8318
Re: New Weapon: Mace
I'm just making proposition for a weapon more akin to be used by villain, BTW. You can also say that it as less Edge than sword and less Injury than axe, if you want. It's Edge and Injury that kill you. And when an axe bite, she's bite more than an mace. And to add, it's not a cultural weapon for anybody, save the Naugrim who might have some cultural skill in it.Glorelendil wrote:Or even just "Tall"?
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...)
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.
I'd probably just give it identical stats to a sword, but make a nifty cultural reward that reduces Protection against mail armors.
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.
Last edited by Terisonen on Sat Mar 07, 2015 5:30 pm, edited 1 time in total.
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