|
Post by davegibsongreyhawkdm on Dec 26, 2017 1:44:13 GMT -5
I assumed that a difference between a footman's mace or flail versus a horseman's mace or flail was that the horseman's weapons are shorter, lighter one-handed weapons while the footman's versions are longer, heavier two-handed weapons - is this correct?
I was looking at the VOH moathouse brigands, and one of them has a flail and is armored with ring mail and shield - so would the flail he has be a horseman's flail that he is using on foot one-handed?
Are AD&D morning stars typically long-hafted, heavy two-handed weapons, yet some men with great strength are able to wield a morning star one-handed?
|
|
|
Post by geneweigel on Dec 26, 2017 9:11:00 GMT -5
|
|
|
Post by geneweigel on Dec 26, 2017 9:22:43 GMT -5
The bigger "space required" is for the swing around whether horizontal or vertical. From my personal training with the flail, compared to a sword its pure chaos. So the encumbrance (150) is based on "relative bulkiness" which it might be the worst for its size because its harder to fasten.
|
|
foster1941
Warlock
Duke of California, Earl of Los Angeles, Knight Bachelor
Posts: 475
|
Post by foster1941 on Dec 26, 2017 13:05:57 GMT -5
The weapon stats in the AD&D PH were compiled in such a way that swords (long swords, broad swords, and scimitars) are intentionally the highest-damage weapons and everything else that does comparable damage is two-handed, including battle axes, all of the footman’s weapons, and morning stars. If you compare the lengths, weights, and speeds, look at historical examples, and read the more detailed weapon-type descriptions in Mythus (which, unsurprisingly, seem to be based on the same taxonomy) it’s all pretty clear. The only one-handed weapons that do more than 1-6 (or 2-5) are swords.
Alas, every subsequent module author, including Gary himself, ignored that, and there are countless examples of all of those weapons being paired with shields in NPC and pregen-PC stats. And because of that veteran players are used to seeing it that way, so the notion that any, much less all, of these weapons should be two-handed generates tons of pushback.
|
|
|
Post by Scott on Dec 26, 2017 13:43:03 GMT -5
The weapon stats in the AD&D PH were compiled in such a way that swords (long swords, broad swords, and scimitars) are intentionally the highest-damage weapons and everything else that does comparable damage is two-handed, including battle axes, all of the footman’s weapons, and morning stars. If you compare the lengths, weights, and speeds, look at historical examples, and read the more detailed weapon-type descriptions in Mythus (which, unsurprisingly, seem to be based on the same taxonomy) it’s all pretty clear. The only one-handed weapons that do more than 1-6 (or 2-5) are swords. Alas, every subsequent module author, including Gary himself, ignored that, and there are countless examples of all of those weapons being paired with shields in NPC and pregen-PC stats. And because of that veteran players are used to seeing it that way, so the notion that any, much less all, of these weapons should be two-handed generates tons of pushback. I started running it this way a year or two ago. The Mythus rules have been great for clearing up a lot of the questions I've had for years.
|
|
|
Post by geneweigel on Dec 26, 2017 15:23:59 GMT -5
I handle that as anything two-handed in wieldiness (giant-sized) that usually is considered one-handed (swords, battle axes, maces, hammers, etc) but has to be treated as hammer of thunderbolts with Strength being a factor. It keeps it simple.
However, in the case of two-handed versions there must be a legit proficiency consideration. My brother had brought attention to this measure in 1982 because of all the variant "big weapons" (mostly Conan imagery based) so there would be plenty of human leader types with weapons like a two-handed mace that required a proficiency.
|
|
|
Post by Scott on Jan 2, 2018 17:31:13 GMT -5
It might be good to break the morning star down into 1and 2 handed varieties too. To me it seems apparent that the 4’ long PH morning star was meant to be a two handed weapon. But morning stars are listed as one of the common weapons for goblins, who are 4’ tall themselves. It’s also a pretty big bump in damage potential from the default d6, assuming that you’re using the ‘by weapon’ option. Any thoughts on damage? And what about those spiked clubs kobolds use?
|
|
|
Post by geneweigel on Jan 2, 2018 18:28:29 GMT -5
I see the points made on DJ (LA isn't a good reference as its too "basic") but they seem vague enough that they can go either way. There is another "Gygaxian" reference thats more detailed on weapons but its in "D20-ese" however the attached descriptions are in his language: The WORLD BUILDER book published by Troll Lords which has some reference to LA as well. The stats have no space required, no speed, no armor numbers, no encumbrance or no large opponent damage so its a dead end for direct D&D but I'm sure someone could glean something out of it. The LA stats are even worse for vagueness.
|
|
|
Post by Scott on Jan 2, 2018 19:34:27 GMT -5
I'm torn as to whether it's worth it to 'by weapon type' kobolds and goblins. The abstract, default damage values are supposed to reflect the relative difficulty the creatures should pose. At first level d6 damage dealing kobolds are a lot more leather than d4. Same thing with d6 goblins vs. 2d4 goblins. It's not such an issue when the party gains a level or two, but starting out it does make the little critters more lethal.
|
|
|
Post by geneweigel on Jan 2, 2018 20:59:12 GMT -5
You can -1 to STR rolls for kobolds legally giving them minuses for the less than 8 scores.
|
|
|
Post by davegibsongreyhawkdm on Jan 2, 2018 22:28:33 GMT -5
You can -1 to STR rolls for kobolds legally giving them minuses for the less than 8 scores. So roll individual 3d6-1 strength per each kobold? Then a group of kobolds would have average strength of 9.5 with some in a group having 3 to 8 strength ability scores? Apply pertinent strength modifiers to hit and damage to these kobolds? Do you typically generate ability scores for other groups of humanoid monsters, and modify their attacks accordingly? Maybe do kobolds 3d6-2 and goblins 3d6-1 for strength, giving average strength scores of 8.5 for kobolds and 9.5 for goblins - it's close to the stated humanoid averages in the DMG of 9 and 10 respectively?
|
|
|
Post by geneweigel on Jan 2, 2018 22:40:28 GMT -5
I don't roll any abilities usually (especially on the "war" end of fantasy roleplaying then everything is human unless large.) I'm referring to page 15 DMG (1979):
if they're "nine" average and humans are "ten" then I just assumed minus one.
|
|
|
Post by GRWelsh on Jan 4, 2018 16:40:30 GMT -5
I'm torn as to whether it's worth it to 'by weapon type' kobolds and goblins. The abstract, default damage values are supposed to reflect the relative difficulty the creatures should pose. At first level d6 damage dealing kobolds are a lot more leather than d4. Same thing with d6 goblins vs. 2d4 goblins. It's not such an issue when the party gains a level or two, but starting out it does make the little critters more lethal. I agree with this. I'd rather these smaller humanoids be less lethal than more, at least initially. You can always add 'exceptionals' later. Also it is less record keeping to use the default damage values. I can easily justify smaller versions of these weapons that can be used one-handed and do 1-4 or 1-6 damage, respectively. For player characters, I'd be inclined to say the existing versions are one-handed, since that is the way they traditionally appeared in modules and miniatures. And then possibly add separate, two-handed versions that do more damage, to make an appealing alternative to swords and pole arms. And such heavy versions can appear in the hands of elite enemies, too, of course!
|
|
|
Post by davegibsongreyhawkdm on Jan 4, 2018 20:46:48 GMT -5
i have always treated kobolds and goblins as 1-4 or 1-6 damage {no hand held weapons} or by weapon type {PHB inference} as it states in the MM.
I just think morning stars are two handed weapons for small or medium demihumans, humans, and humanoids. Exceptions may possibly be considered for exceptional strength cases, and especially for strong large humanoids, I think?
In the case of kobolds or goblins with spiked clubs, I like the idea of either letting them use two handed only for normal PHB morning star damage, and thus no concurrent shield use, or else treat these as shorter, lighter horseman's mace damage range and weapon type perhaps? Or else substitute all spiked clubs {treat as morning star} references in MM to horseman's flails weapon type and damage. I think the PHB must have some priority regarding weapons due to it was published after MM and clarified specific weapons?
I also like the idea of some mods for humanoids - as was mentioned in another thread, kobold acid spit damage attack requiring a saving throw to avoid is a cool idea. What are some other MM attack or defense mods recommendations you all have used?
|
|
|
Post by geneweigel on Jan 5, 2018 10:48:18 GMT -5
B2 THE KEEP ON THE BORDERLANDS (1979) has variable kobold damage:
|
|