Post
by Otaku-sempai » Sun Mar 06, 2016 8:01 pm
Yeah, D-man, there are fundamental design differences between the maul and the warhammer, so I don't think that would equate a maul with a "great warhammer". My wife is telling me that the distinction might not be as great as I'm making it, but a maul is nothing more and nothing less than a weaponized sledgehammer. I don't think that a warhammer should do 7 damage, but the maul, with its heavy, broad head and longer haft, might do 8 or 9. Damage 9; Edge 10; Injury 18?
Maul
Damage: 8
Edge: 10
Injury: 18
Encumbrance: 4
Called Shot: Knockdown
Two-handed Close Combat
Balance: 1
I'm not sure that a warhammer should vary too much from a similarly sized mace except that the shaped head might give it a Piercing called shot and perhaps an improved Edge, maybe ever better Injury.
Warhammer
Damage: 4
Edge: 10
Injury: 16
Encumbrance: 2
Called Shot: Pierce
Balance: 1
Mace
Damage: 4
Edge: 10
Injury: 14
Encumbrance: 2
Called Shot: Break Shield
Balance: 3
Maces tend to be heavy, so the Encumbrance might be increased to 3 increasing the Balance to 4. If we treat the mace fairly realistically then it does seem a bit underpowered. I admit, I am more interested in seeing what a build extrapolated from the Weapons Table in the Adventurer's Guide looks like using this calculator than in seeing how much it has to be fluffed to achieve a net balance of 0.
The Adventure's Guide does feature a shocking lack of blunt-force weapons.
Last edited by
Otaku-sempai on Sun Mar 06, 2016 11:34 pm, edited 9 times in total.
"Far, far below the deepest delvings of the Dwarves, the world is gnawed by nameless things. Even Sauron knows them not. They are older than he."