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Old May 27th, 2008, 05:39 PM
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Saulot Saulot is offline
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Default Re: Blast from the Past, Return of the Underkings

I too would probably change some weapons, starting with the ones which were more traditionally for dealing with heavy armor; warhammers, mauls, picks, lucerne hammers, etc. by lowering their damage and making them AP. I'd also probably change some of the spear users to have more variety, with military forks, warscythes, and pikes.

But imposing that inside of a nation mod hardly seems fair, and there's already a balance mod that's quite well developed.

Well, there's nothing wrong with the rationale behind making a dwarf-based axe, it's just that improving it wouldn't just change the balance of one of the dwarf units, but several of them. Due to how size 1 resources go, even if I gave it 3 or 4 more resources, it would still be too similar to a hammer. Also, I'm not sure I could explain away why it would be have such a higher resource cost. Lastly, there's still the problem of there being 3 axes (hatchet, axe, battleaxe). Changing one, suggests the other two should be altered as well.

I didn't add a 'Dwarven Hammer'. That's the base weapon for the magic item of the same name.

As for the two greataxes, that was intentional as I wanted to make them a bit different, to have less similarities between the paladins. The second greataxe is somewhat shorter, double headed (thus the rounded edge means that the most likely point of impact is at the middle of the axehead, and not the top) thus better balanced, and possessing the ability for an equally brutal backswing (this all translates into +1 to hit, -1 to length in Dom terms). However, tweaking the stats of the greataxes is certainly mutable and not set in stone. Hopefully the two paladins are balanced, yet different enough.
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