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Old July 20th, 2007, 04:46 PM

ElectricEel ElectricEel is offline
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Default Re: Musing on weapons tweaks...

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Mace, Morningstar, Flail, Hammer, Maul. Some of them would probably need negative dmg values, or they would effectively have damage values way higher than now.
Perhaps mace -2 (6 lower than now). Evens out at prot 12. It bugs me a bit to have a negative dmg value though.
Looking at the weapons from a historical perspective...

Maces and other similar weapons have the advantage of being more effective against armor than most other weapons, as the impact can injure the target even if the blow doesn't penetrate the armor.

Maces vs. spears: Spears have the advantage of reach, which is a big deal in reality. Not sure if it is in Dom3...

Maces vs. swords: Swords can be used to parry blows. They can be used to thrust or cut as well as swing, giving more options for attacks. Being cabable of inflicting bleeding wounds and puncturing internal organs, they are more effective for killing poorly-armored targets (but being hit with a mace will still probably at least take you out of the fight).

Given the above, and the limitations of the Dom3 damage system, I'd say it would be OK if maces did more damage than swords on average - but swords should get more bonuses to defense and attack (or maces penalties, which would probably be less likely to cause unbalances).
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