World of Esaene (ENWorld)

Friday, April 13, 2007

Weapons updated

Weapons will be given a base damage and the attack roll will determine the amount of extra. Base damage equals a static number + size modifier, the static number based on medium damage. To determine the base, divide max damage by 4 and round up. This is all computed beforehand so no one has to do it on the fly.

d2 +1
d3 +1
d4 +1
d6 +2
2d4, d8 +2
d10 +3
2d6, d12 +3

Damage, as previous stated, is determined by degree of success. Melee is base attack + strength mod + other bonuses. Because of this, you don't add strength into the base weapon damage - it's already accounted for. The other things to modify are threat range and critical.

Critical is a bonus to wound damage on any critical hit. Multiply the critical multiplier by the weapon's base damage, adding one to the base for each extra threat range. A rapier (1d6, 18-20/x2) has a base damage of 2 and a critical value of 8 (base 2 + 2 for the added threat range, multiplied by 2 for criticals). Whenever someone rolls a critical hit with a rapier, add 8 points to the damage for wounds only. This value scales with base damage for size.

Range is actually a factor of strength, whether it be muscle or mechanical. The standard range increment is assuming a average strength. The base is 10 x some modifier; Add the strength modifier to the base 10 and remultiply. See below for examples. Mechanical weapons are slightly different and will be covered later.

Crossbows have a default mechanical strength. Heavy crossbows have a strength of 14, which is the strength needed to crank them (either manually or by winch). This affects criticals and range respectively. Light crossbows have a strength of 10; the range of a light crossbow will be adjusted accordingly.

Bows have an inherent strength value. If a character (using two hands) has a lower bonus than the bow's strength, they suffer a penalty to hit and range. The strength of a longbow is 10 (+0), whereas a composite longbow has a strength 12 (+1), increasing the range. Composite bows with increased pull will increase the range as appropriate. A composite longbow with a Strength 18 (+4) will have a range increment of 140 (10+4)x10. Of course, someone with a 10 strength would suffer a -4 penalty when using it and would not be able to string it at all. You need to be able to match the bonus with two hands in order to string a bow. When using a bow that has a draw greater than you can pull, the range defaults to your strength and you take a penalty to the difference.

3 comments:

Chris said...

I think I somehow have this backwards. The critical multiplier should be representative of armor piercing and the threat range should be more of a lethality multiplier.

Picks and arrows both have high multipliers and should punch through armor better.

Chris said...

Size modifiers for damage and (probably) toughness should be scaled the same. I used the weapon progression chart in the SRD for size as a base:

Fine x1/4 (25%)
Diminutive x3/8 (37.5%)
Tiny x1/2 (50%)
Small x3/4 (75%)
Medium x1 (100%)
Large x4/3 (133%)
Huge x2 (200%)
Gargantuan x8/3 (267%)
Collosal x4 (400%)

Chris said...

Most creatures in the SRD would already have this modified damage figured as they scale it automatically.