Step 1: the weapon's damage is based on the here's body.Woodclaw wrote:I'm very interested. How do you calculate it?Corvo wrote:I use exactly this rule, for the same reasons explained by Mikebugio, SirKickley, etc.Angelalex242 wrote:Well...
(...)
Maybe if armor did reduce end damage as well...
For example, armor takes its dice of end off every hit.
With leather reducing every bit of end damage by 1 per hit, and the mighty mail hauberk reducing end damage by 5 per hit. At that point, people MIGHT actually be tempted to wear the hauberks (because it'd make you immune to most attacks where the enemy doesn't get a great success or better.)
On the other hand, note that the damage output in my games is a bit higher, since I use a different way to asses damage for great/extraordinary successes.
weapons with damage 5 --> damage =body
weapons with damage 7 --> damage =body+2
...Etc.
Some modifiers for the smaller weapons are needed:
Short sword: damage body-1, edge 10, injury 15
dagger: damage body-2, edge 10, injury 14
Step 2:
On a great success, damage is doubled.
On an exceptional success, damage is tripled.
These house rules stem from two reasons:
1-having high body be really useful.
2-my players always fumbled around the "basic damage, plus my body times two...". Damage x3 is more simple to them.
The net result is that high body + big weapon is really scary. But with the rules about armor's damage reduction, it feels balanced enough to my players.