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Subject: 
Re: Simply A-mace-ing
Newsgroups: 
lugnet.gaming.brikwars, lugnet.org.us.nelug
Date: 
Thu, 26 Jun 2003 17:20:28 GMT
Viewed: 
91 times
  
In lugnet.gaming.brikwars, Shaun Sullivan wrote:
The major disadvantage to packing maces in brikwars is, of course, the fact
that they only do stun damage.

While not really a good fix, there's the temporary solution of adding +1 CP to
change the Stun damage to Normal damage, but it's not directly supported, only
indirectly (see 9.1.1 creature creation rules):

"By default, this attack has a UR of 2 and does (Power x 1d6) Stun Damage.  For
+1CP, a body part can be converted from Stun to normal Damage, which is more
appropriate for parts with teeth or claws."

Since both a short appendage and a mace would cost the same CP, have the same
UR, and do the same default damage, I'd say it's similar enough in nature to
allow such a modification-- though I would argue that your mace has to resemble
"teeth or claws" rather than a straight mace that just has a spherical ball at
the end.

Plus, since adding +1 CP doubles the cost of the mace (since it costs a base of
1), I'm even less objectioned to it. Had maces cost more, or done more stun
damage, I might argue that a simple +1 CP wouldn't be enough to counterbalance
the increase from stun->normal damage (like if you went from 3d6 stun to 3d6
normal), but in this case, I'd be ok with it just costing the measly 1 CP.

On the other hand, modifying standard weapons isn't exactly something that
should be done without just cause...

On the one hand, I understand the rationale.  If the target is wearing plate
mail and a helm, then there's a good chance that the mace will just stun.
After all, those things are designed to not crumple upon impact, presumably,
and it's difficult to get enough force behind them to carry damage through
to a particular area.

On the other hand, against chain mail, they'll do the job.  As they will
against an unarmored target.  I mean, when you substitute skull-crumpage for
helm-crumplage, it's bound to be effective.

This makes me wonder whether maces and/or stun weapons should have some sort of
seperate rule governing their action based on the target. Though I'd hate to
have a wooden club do *regular* damage, or a spikey iron mace do *just* stun
damage when attacking your average flesh/unarmored bits.

I suppose I'd argue for a new classification of bludgeon like 'spikey mace' or
something that does regular damage instead of stun, and just costs 2 CP's.

I guess my question is, what thoughts do other mace-loving people have?  Are
there suggested "fixes" (understanding that the rule may not actually be
broken ...)?  Recommendations?  House rules that somehow groove with the
official documentation but make the mace more attractive?

In the last game I had mace-wielders, but they had 3 power, making the mace much
more effective. Hm. Yeah, that makes the existing mace rules even less
appealing, honestly-- consider that 1d6 stun on your average TL 2 trooper will
only get by the default '3' armor value 1/2 the time. And that after the 1st
hit, the opponant is only stunned. It takes 3 successful blows to kill him, and
that's assuming that he doesn't magically roll a 6 becoming 'unstunned' by 1
level. Hmmm.

[goes away and writes a program]

On average (tried 1 million times), against an AV of 3 (assuming that the target
*DOESN'T* take action when merely stunned), a 1d6 stun weapon will take 9.2
attempts to actually kill the target. Now, compare that to how many strikes
you'd THINK it would take to kill someone with a big spikey mace.

When the attacker's power rating is upped to 2: 4.1 attempts
When upped to 3 power: 3.7 attempts

But that's again assuming that your opponent is unarmored and at TL2. Hm. [runs
program a bit more]

Power |  3 AV |  4 AV |  5 AV |  6 AV |  7 AV |  8 AV |
------|-------|-------|-------|-------|-------|-------|
1     |  9.20 | 17.07 | 61.32 | never | never | never |
2     |  4.11 |  4.62 |  5.57 |  7.41 | 12.04 | 23.26 |
3     |  3.71 |  3.78 |  3.92 |  4.16 |  4.60 |  5.37 |

Compare that to the number of attempts when dealing out regular damage:

Power |  3 AV |  4 AV |  5 AV |  6 AV |  7 AV |  8 AV |
------|-------|-------|-------|-------|-------|-------|
1     |  2.00 |  3.00 |  6.01 | never | never | never |
2     |  1.09 |  1.20 |  1.39 |  1.71 |  2.40 |  3.59 |
3     |  1.00 |  1.02 |  1.05 |  1.10 |  1.19 |  1.35 |

Yeah, considering that most units on the board are going to be around 5+ AV
(who's going to show up with unarmored troops? Honestly!), I'd say maces are a
little more usless than they probably should be...

DaveE



Message has 1 Reply:
  Re: Simply A-mace-ing
 
(...) Dang, I love this stuff. Sickly enough, I'm dead serious. -s (21 years ago, 26-Jun-03, to lugnet.gaming.brikwars, lugnet.org.us.nelug)

Message is in Reply To:
  Simply A-mace-ing
 
Let me dispense with my bias up front: I think maces are *so* cool. Those beautiful skull-crunching flanges, that sleek round shaft, that brushed nickel color ... I love a good mace. Plus, there isn't much cooler than a knight in full armor, letting (...) (21 years ago, 26-Jun-03, to lugnet.gaming.brikwars, lugnet.org.us.nelug)

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