dragonfire8974
Expert
yes, some weapons do more damage than others, and allow faster progression in damage. For example, all two handed weapons deal half again as much damage as one handed weapons in general. the exception is staffs which have the improved progression in damage, but start lower.
one handed weapons start at 2 damage, and every increase in damage (which is a skill that can be bought) gives 1 more damage. two handed weapons start at 3 and every 2nd purchase of the skill to increase damage adds an extra. so for just a numerical model is
one handed dmg = 2 + # purchases of skill
two handed dmg = 3 + (1.5 x # purchases in the skill) rounded down
Staff dmg = 2 + (1.5 x # purchases of the skill) rounded down
i'm not too good with words, but models work best for me.
magic can increase damage as well or change the type of damage dealt.
there are several different types of damage and some of them have special rules governing them, but the main premise of the combat is damage is called when a person swings his representation of a weapon, and if it hits a legal target (not head or groin) and the person who gets hit determines if they have blocked it with their own weapon/shield representation and then subtracts the damage from their armor/health points. there are several principles that govern combat to make sure it stays safe, but that is the basic of the most basic of combat.
the tag system is to remind people of what abilities they have. there really is nothing to prevent someone from calling out something they don't have unless another person knows they don't have it because we rely on the honor system. I will determine what hits me (unless it is a spell being cast), and i subtract that from my armor and hit points until I get to 0 health (lower than 0 health remains -1) and then i fall over, or kneel, or put my weapon on my head to represent that i have fallen over and i start dying if i am below 0 health, and unconscious at 0.
that's the quick and dirty of combat. I like the Tag system because it allows me to keep track of what i can still do, but i am a fan of rules, and dice never really broke the flow of RP for me
one handed weapons start at 2 damage, and every increase in damage (which is a skill that can be bought) gives 1 more damage. two handed weapons start at 3 and every 2nd purchase of the skill to increase damage adds an extra. so for just a numerical model is
one handed dmg = 2 + # purchases of skill
two handed dmg = 3 + (1.5 x # purchases in the skill) rounded down
Staff dmg = 2 + (1.5 x # purchases of the skill) rounded down
i'm not too good with words, but models work best for me.
magic can increase damage as well or change the type of damage dealt.
there are several different types of damage and some of them have special rules governing them, but the main premise of the combat is damage is called when a person swings his representation of a weapon, and if it hits a legal target (not head or groin) and the person who gets hit determines if they have blocked it with their own weapon/shield representation and then subtracts the damage from their armor/health points. there are several principles that govern combat to make sure it stays safe, but that is the basic of the most basic of combat.
the tag system is to remind people of what abilities they have. there really is nothing to prevent someone from calling out something they don't have unless another person knows they don't have it because we rely on the honor system. I will determine what hits me (unless it is a spell being cast), and i subtract that from my armor and hit points until I get to 0 health (lower than 0 health remains -1) and then i fall over, or kneel, or put my weapon on my head to represent that i have fallen over and i start dying if i am below 0 health, and unconscious at 0.
that's the quick and dirty of combat. I like the Tag system because it allows me to keep track of what i can still do, but i am a fan of rules, and dice never really broke the flow of RP for me