Toward a Theory of Weapon Stats
Posted: Tue Mar 01, 2016 3:27 am
A perennial topic here is the creation of new weapons. I think it's worth taking a look at the formula that applies to balancing the various stats.
If you think of weapons design as a point-buy system, each point of Injury, Encumbrance, and Damage has the same unit cost. Let's call it 1 point. Each point of Edge has twice that cost. (Costs are positive or negative, depending on the stat. Encumbrance and Edge go one way, Damage and Injury the other.)
Two-handed close-combat weapons have a cost of negative four. That is, you get 4 free points to spend. In the case of Great Spear and Great Axe, 2 points are spent on Injury and 4 points on damage, and then there's a 2 point refund for the increased Encumbrance. Net 0.
In addition, weapons sized appropriately for Hobbits have a 1-point cost. In the case of both Short Sword and Bow 2 points are "bought" by lowering Injury by 2, and then 1 point is spent on reduced Encumbrance. Net 0. (Note that this sucks for Mirkwood Elves archers: your weapon budget includes a benefit that doesn't apply to you.)
Long Sword and Long-hafted Axes follow a simple rule: compute stats for both 1H and 2H versions, average the Encumbrance, and use the average Damage when using it two-handed.
There are two exceptions to this formula:
1) The Great Bow ends up with a 1-point Deficit. To "balance" the Great Bow it apparently should either have 4 Encumbrance, 6 damage, or 15 Edge.
2) Daggers just suck, with a surplus of 5 points. (And that's with the 1 point cost for being usable by Hobbits.)
Despite the two exceptions, I would suggest that any new weapons should probably fit into this formula.
If you want to play around with weapon states, I built a stupidly simple little calculator. Pick a weapon as a starting point, then start changing the stats. A positive Budget means you have points to spend, a negative Budget means you need to tone it down.
I will propose a new variable in this formula: weapons whose use falls under the "Dagger" category could have an additional cost of 3. Let's call it the "Dagger Group". Mechanically it's to balance the benefit of getting the skill for free, and thematically it's meant to represent that these are simpler, less lethal weapons.
(Note: I realize some of you won't be able to resist writing essays about how much damage an iron-shod quarterstaff can do in the hands of an expert, or how it's not a simple weapon to master. That's great, and I look forward to reading your masterpieces, but that's not what I'm modeling here. A master knife fighter would probably say the same thing about Daggers, and look at its stats.)
Here are some examples of how the numbers could work out:
Staff
Damage: 7, Edge: G, Injury 14, Encumbrance 2, Two-handed, Dagger Group. (Net 0)
Short-staff
Damage: 6, Edge: G, Injury 14, Encumbrance 1, Two-handed, Hobbit-sized, Dagger Group. (Net 0)
Sling
Damage: 3, Edge: G, Injury 14, Encumbrance 0, Hobbit-sized, Dagger Group. (Net 0)
Of course, if you want those weapons to be full-powered weapons with their own skill required to use them, then you've got 3 points to spend in each case.
If you think of weapons design as a point-buy system, each point of Injury, Encumbrance, and Damage has the same unit cost. Let's call it 1 point. Each point of Edge has twice that cost. (Costs are positive or negative, depending on the stat. Encumbrance and Edge go one way, Damage and Injury the other.)
Two-handed close-combat weapons have a cost of negative four. That is, you get 4 free points to spend. In the case of Great Spear and Great Axe, 2 points are spent on Injury and 4 points on damage, and then there's a 2 point refund for the increased Encumbrance. Net 0.
In addition, weapons sized appropriately for Hobbits have a 1-point cost. In the case of both Short Sword and Bow 2 points are "bought" by lowering Injury by 2, and then 1 point is spent on reduced Encumbrance. Net 0. (Note that this sucks for Mirkwood Elves archers: your weapon budget includes a benefit that doesn't apply to you.)
Long Sword and Long-hafted Axes follow a simple rule: compute stats for both 1H and 2H versions, average the Encumbrance, and use the average Damage when using it two-handed.
There are two exceptions to this formula:
1) The Great Bow ends up with a 1-point Deficit. To "balance" the Great Bow it apparently should either have 4 Encumbrance, 6 damage, or 15 Edge.
2) Daggers just suck, with a surplus of 5 points. (And that's with the 1 point cost for being usable by Hobbits.)
Despite the two exceptions, I would suggest that any new weapons should probably fit into this formula.
If you want to play around with weapon states, I built a stupidly simple little calculator. Pick a weapon as a starting point, then start changing the stats. A positive Budget means you have points to spend, a negative Budget means you need to tone it down.
I will propose a new variable in this formula: weapons whose use falls under the "Dagger" category could have an additional cost of 3. Let's call it the "Dagger Group". Mechanically it's to balance the benefit of getting the skill for free, and thematically it's meant to represent that these are simpler, less lethal weapons.
(Note: I realize some of you won't be able to resist writing essays about how much damage an iron-shod quarterstaff can do in the hands of an expert, or how it's not a simple weapon to master. That's great, and I look forward to reading your masterpieces, but that's not what I'm modeling here. A master knife fighter would probably say the same thing about Daggers, and look at its stats.)
Here are some examples of how the numbers could work out:
Staff
Damage: 7, Edge: G, Injury 14, Encumbrance 2, Two-handed, Dagger Group. (Net 0)
Short-staff
Damage: 6, Edge: G, Injury 14, Encumbrance 1, Two-handed, Hobbit-sized, Dagger Group. (Net 0)
Sling
Damage: 3, Edge: G, Injury 14, Encumbrance 0, Hobbit-sized, Dagger Group. (Net 0)
Of course, if you want those weapons to be full-powered weapons with their own skill required to use them, then you've got 3 points to spend in each case.