Monday, April 23, 2012

A to Z Challenge: T is for Thrusting (Damage Types)

Although work is conspiring to soak up all my available time I still have a few waking minutes left to get out a post.  I never would have expected the A-Z Challenge would have run me this ragged.

So without further adieu and much brevity attended I'll be fnishing up the damage types series.  Starting with Impact Weapon and Saturday's Slashing Damage.  I'll be skipping the introduction this time as it is much better laid out in Impact Weapons so here's the meat of the rules.

If any Wounds are dealt with a Thrusting weapon, the target takes additional Wounds each round equal to the weapons Thrusting Rating until they bleed out or the wound is stymied.

This is the current version.  It matches the form of the previous two, in that the effect is dependant on the weapons rating in Impact, Thrusting or Slashing.  However, one thing that bugs me is that through playtesting it was found that the easiest way to do Wound loss is to simply cap it at 1 Wound lost each round.  It's easy to remember, doesn't require you to look up or anything, least of all the thrusting rating of various weapons.  So here's the proposed redesign.

If any Wounds are dealt with a Thrusting weapon the target takes an additional Wound each round on their turn until they either bleed out or the wound is stymied.  Additionally, each time the weapon deals Wounds to a target (including bleeding damage in later turns) they lose HP equal to the weapon's Thrusting rating.

This removes some of the bite and makes the weapon less lethal, which is a good things since bad guys wield spears too.  It also means that a Thrusting weapon is the best weapon for attrition, while the impact weapon is the best for facing off vs armor and the slashing weapon is the best weapon for quickly cutting down foes, but mostly limited to lightly or unarmored folks.

There you have it!  Now if you'll excuse me I have a date with the crack of dawn.

2 comments:

  1. So thrusting weapons affect their targets based on the fact that they cause deep, internal damage. This actually makes a lot of sense. An arrow (while initially not as powerful as the blow from say a dire flail) will eventually bleed out a big monster. And happening even faster with more arrows.

    This would allow ranged characters to kite their targets and let them run dry. Loving it!

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    1. Rading what you wrote about arrows reminds me of the opening scene in Princess Mononoke. Many arrows and an angry boar god. It also works fairly well on poor, poor Boromir.

      Glad you like it!

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