Hrmmm....should you be allowed to Parry an Orcish great-axe with a dagger?Murcushio wrote:Except that nobody is ever unarmed, Elfcrusher. The dagger is a weapon and it doesn't even encumber you.
I know, I know...I'm doing exactly what I tried to warn JoeArcher about...you tweak one rule and you risk unraveling the whole thing.
Ok, back to bludgeoning weapons. Here's my proposal:
Club has Short Sword stats, and is usable by Hobbits
Mace/Hammer has Sword stats
Flail has Longsword stats*
Maul has Greatsword stats (except that it doesn't exist, but based on existing progressions it would be Dmg:9, Edge:10, Injury:18, Enc:4 )
Now in each case increase Edge to Gandalf, keeping Injury where it is. Then make the Called Shot effect:
"Stun: the target is staggered by the blow. On its next turn it is Moderately Hindered for both attack and defense."
Or is that too weak?
*Please don't write an essay about historical maces and flails and their relative sizes and weights and how many hands it took to use them...I'm just going for symmetry here to give choice without changing balance. The specific names can always be changed. As far as I'm concerned each of the four sizes could be fluffed by the player as having a chain or a hammer head or spikes or none of the above. (But probably not all of the above! A Morningflailhammer.)