... I think AoE might have been intended to fulfil the "zone of control" rules some games had that allowed a good fighter to block passage by enemies, thus...
What if the other person is sick, can they have the normal ammount of attacks and defenses or ... cause they are weak, you can attack more often? Mike...
... I think AoO in D&D3 has mostly been a way to discourage characters from using ranged weapons in melee and from moving too tactically in combat - IOW,...
... Since A and C lose initiative in Round 1, shouldn't E be able to attack one of them in that round, because now his initiative is better? - Klaus...
So having got caught up in some complexities around how different manouvres would work in melee, things have been at a standstill for a few months. Now I've...
So, I was performing a search for an old RPG I had written (around 1997) but have since lost. Numerous computers and moves and marriage and a kid and divorce...
I remember from GURPS 3rd Edition, there was a page either in the core book or in Compendium II, with a table of various materials and objects, and how many...
In many RPGs, melee weapons have minimum Strength attribute values, and any character who tries to use a weapon that he isn't strong enough to wield properly...
... [...] Have you tried using the WayBack Machine from the http://www.archive.org website to find your system? I remember using it, a couple of years ago, to...
... [...] Likewise, Sagatafl has long had a rule that if the characters lack necessary equipment when travelling through Difficult Terrain, their strategic...
I like where you're going with this, but I would change the starting point. In my opinion, more attacks each round means attacking faster. To attack faster...
... There are many material properties that influence how hard it is to break and what type of instrument is best to use for this purpose. Materials have...
... Hand-held weapons are traditionally not that heavy: A long sword weighs about 1.0 - 1.5 kg and two-handed swords about twice that. A one-handed battle axe...
... As Torben wrote, fully objective rules will be difficult. However, there are ways of making roasonable generalized rules. Many games distinguish between...
Technically, physical speed is tied far more closely to strength than agility - to move your body fast, you need strength to overcome inertia. Agility is would...
... Really, isn't what we are talking about the more general statement: "Higher attributes allow you to use weapons more effectively while low attributes...
One method might be to just make a machete into a shortsword that's +2 to damage and -3 to hit or something similar. Then, against targets like inanimate...
Hm. Strength: high values grant bonus damage or extra attacks, low penalties to hit. Agility: high gives bonus to parries, low penalties Dexterity: high...
... However, using a heavy weapon effective in combat for a long time is another matter than just lifting it. I have heard that when British soldiers, equipped...
... Indeed, but that would not affect the first few rounds of combat. One would need a combat fatigue rule that takes weapon and armor mass (and flexibility)...
... A machete is heavier than a sword, so you transfer more force when hitting but need more of a swing to make it effective, so this sounds fair. If your...
... The simpler solution would be to just apply a penalty from round one. Also, while just lifting a 1½ kg sword might be easy enough for a child or slim...
... Depends on the inanimate object. Sagatafl's damage model, and also the very similar damage model used in Modern Action RPG, gives higher damage for better...
... I've been in some discussions about quarterstaves, dealing with this issue, on the Steve Jackson Games discussion forum. My position is that while a...
... Heavier, or less balanced, or both? AFAIK combat swords have a fairly large weight at the bottom end (a knap? Or sword-knap?), to balance them more,...
... Yes, that's what I'm after. Especially since it's not just about how ordinary weapons perform as tools, but also what happens if one makes a weapon...
I've been watching this discussion for a bit now and I have to recommend a different approach. Instead of having the equipment (weapons in this case) be static...
Surely it's better for weapons just to dynamically reflect your attributes- whether this is simply using dex to hit and strength for damage (or equivalent), or...
... Ln further thought, sawing wouldn't be very common as combat damage (the only types of weapons I can think of that would do that, are Precolumbian obsidian...