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Friday, June 14, 2013

Combat Modifications, Redux

In the simple weapon adjustments and the weapon length vs. armor class posts, I proposed getting the same effect as the weapon vs. AC modifiers without the need for a table. However, some people objected that this makes spears and pole arms far better than they should be against plate armor. Now, I don't know if that's true, but after looking again at the number-crunching Simon Bull did on simplifying weapon vs. AC to a single modifier for each weapon, I think the simplest solution to this is: exclude spears and pole arms. Or, for that matter, missile weapons. If we go this route, human-usable weapons don't get a bonus larger than +6 (two-hand sword.) Substituting weapon length for armor class instead of adding a bonus actually keeps the bonuses under tighter control: people armed only with a dagger or short sword would get no modifier, but broadswords would effectively get a +1 against AC 2, bastard swords could get up to +3 for heavier armor.

So, let's try this rewrite of melee weapon house rules from the combat modifications post:
  1. Attacker can choose to use length in feet of melee weapons (but not missile weapons, spears, or pole arms) in place of target's Armor Class, if it is advantageous.
  2. Axe, Flail/Chain: +2 vs. shields
    Spear, Pole Arm, Projectile: -2 vs. shields
  3. Bows and weapons > 2/3 warrior's height must be used two-handed
  4. Attacks in Dex order unless surprised or tired/overburdened
  5. On first attack, can substitute 3 x melee weapon length for Dex.
    On other attacks, ties go to shortest weapon.
Some weapons, of course, have special attack options (disarm with flail, tangle with net.)
Some combat examples:
Swordsman, AC 6/Dex 10, vs. Knifefighter, AC 9/Dex 12
Knifefighter would go first (higher Dex)
I'd probably rule that knives are -2 vs. shields
Swordsman gets no modifier
Knifefighter will probably opt to grapple, to eliminate Swordsman's advantage
Swordsman, AC 6/Dex 10, vs. Knight, AC 2/Dex 10
Assuming both are using broadswords, initiative is a tie (roll for tiebreaker or treat attacks as simultaneous)
Neither side gets a modifier (straight d20 rolls)
Swordsman might be able to use higher Move to advantage, but otherwise Knight will probably win.
Swordsman, AC 6/Dex 10, vs. Claymore-Wielder, AC 7/Dex 10
Claymore-Wielder could go first on first attack, tied initiative afterwards
Neither side gets a modifier (straight d20 rolls)
The Claymore-Wielder has the edge.
Claymore-Wielder, AC 7/Dex 10, vs. Knifefighter, AC 9/Dex 12
Claymore-Wielder could go first on first attack, Knifefighter goes first other rounds
Neither side gets a modifier (straight d20 rolls)
The Claymore-Wielder probably wins, either by a lucky first blow or by maneuvering for reach.
Claymore-Wielder, AC 7/Dex 10, vs. Knight, AC 2/Dex 10
Claymore-Wielder could go first on first attack, tied initiative afterwards
Claymore-Wielder treats Knight as AC 6 (effectively a +4 to hit)
The Knight has the edge, although if the Claymore-Wielder is wearing Mail instead (AC 5,) the tables are turned.
Spearman, AC 7/Dex 10, vs. Knight, AC 2/Dex 10
Spearman could go first on first attack, Knight goes first other rounds
Spearman is at -2 vs. shield
Spearman might be able to use higher Move or greater reach to advantage, but otherwise Knight will probably win

1 comment:

  1. "However, some people objected that this makes spears and pole arms far better than they should be against plate armor."

    I know you don't care about historicity or verisimilitude much, but polearms, spears, maces, and axes were the weapons of choice against a heavily-armoured man.

    Disallowing polearms and spears from having a bonus against armour removes one of their main historical benefits from the game system.

    "Axe, Flail/Chain: +2 vs. shields"

    So if I'm fighting someone, and they have an axe, I'm better off dropping my shield than using it? That can't be right.

    "On other attacks, ties go to shortest weapon."

    This kinda assumes that the combatants are too stupid to keep at their weapons preferred reach - unless you're grappling or in an enclosed space, it's *always* going to be better to have a spear than a dagger.

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