Bill Reich
Legendary Pubber
- Joined
- Aug 10, 2017
- Messages
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Over-Valuing Swords
I want to ask three main questions here.
Have I over-valued, made too useful, swords in my Glory Road Roleplay Rules? There is a related question here: Do game designers in general over-value swords? However, that isn’t very important to me right now and it is too difficult to answer quickly without looking at a great many rules sets. So, it isn’t one of my main questions.
The second question is, is there a reason to over-value swords. I realized early on that many early game designers under-valued missile weapons and I know they had their reasons. Maybe there is a genre reason to over-value swords.
The third main question is: what should I do about it.
Let’s compare Glory Road swords with other weapons of the same or similar handling weights. Let’s compare the good old Arming Sword, the one-handed broadsword of the medieval period, with an axe of the same handling weight as the edge of the sword. The sword has more reach with the point and that’s fine. It has the same reach with the edge and that’s good also. I’m mostly comparing edge versus edge anyway. The axe has a much larger handling penalty because its striking surface is smaller and your opponent has to worry about the point, so that’s ok too. However, the axe only does one category of damage more than the edge of the sword if the wielders are the same strength. That’s a small difference. 2D10+2 versus 4D6 for Strength Bonus three characters.
With those other advantages, why was the sword relegated to sidearm status (except for polearm-sized swords) when armor became common? Well, this sword was not suitable for two-handed use but even the longsword was generally considered a backup weapon to something with more percussive impact. Given that the amount of damage in the system directly impacts whether the weapon hurts someone through the armor, maybe I am giving swords too much damage.
Both these sword edges and axes are chopping weapons and can easily be compared. We roll the damage, subtract the armor value and then double and apply the result.
A mace or a hammer will do about the same damage as an axe but we only subtract half of the armor value. Then we apply the result without doubling.
A few swords, such as the katana, depend on the drawing cut. For them, we subtract double the armor and then we triple the result and apply it.
Some sword points do armor piercing point damage and have a damage type similar to blunt weapons and they are useful against armor.
Most sword points do stabbing point damage, which works like cutting damage.
So, what’s the problem? For a crunchy game to have swords still be the weapon of choice for many player-characters feels like it ought to be problematical.
Well, is there a reason to over-value swords? Swords are the glamour weapon of fantasy literature. The fact that they were not the battlefield weapon of choice did not mean that they couldn’t be carried by far-traveling adventurers. And a sword, unless we are talking about a huge two-hander, is handy to carry around. Finally, a sword is often the status symbol of a noble or an officer. So, I think it should retain its status as at least a favored sidearm.
So, what is to be done? Well, I could easily reduce the damage of swords, at least their edges. Weapon stats are on the website on a PDF, not on the core rules that are commercially available. And I could put a note on DriveThru that I had done that. GMs could change or not as they choose. Or I can leave it like it is. They do call (part of) the genre Sword and Sorcery, after all.
I want to ask three main questions here.
Have I over-valued, made too useful, swords in my Glory Road Roleplay Rules? There is a related question here: Do game designers in general over-value swords? However, that isn’t very important to me right now and it is too difficult to answer quickly without looking at a great many rules sets. So, it isn’t one of my main questions.
The second question is, is there a reason to over-value swords. I realized early on that many early game designers under-valued missile weapons and I know they had their reasons. Maybe there is a genre reason to over-value swords.
The third main question is: what should I do about it.
Let’s compare Glory Road swords with other weapons of the same or similar handling weights. Let’s compare the good old Arming Sword, the one-handed broadsword of the medieval period, with an axe of the same handling weight as the edge of the sword. The sword has more reach with the point and that’s fine. It has the same reach with the edge and that’s good also. I’m mostly comparing edge versus edge anyway. The axe has a much larger handling penalty because its striking surface is smaller and your opponent has to worry about the point, so that’s ok too. However, the axe only does one category of damage more than the edge of the sword if the wielders are the same strength. That’s a small difference. 2D10+2 versus 4D6 for Strength Bonus three characters.
With those other advantages, why was the sword relegated to sidearm status (except for polearm-sized swords) when armor became common? Well, this sword was not suitable for two-handed use but even the longsword was generally considered a backup weapon to something with more percussive impact. Given that the amount of damage in the system directly impacts whether the weapon hurts someone through the armor, maybe I am giving swords too much damage.
Both these sword edges and axes are chopping weapons and can easily be compared. We roll the damage, subtract the armor value and then double and apply the result.
A mace or a hammer will do about the same damage as an axe but we only subtract half of the armor value. Then we apply the result without doubling.
A few swords, such as the katana, depend on the drawing cut. For them, we subtract double the armor and then we triple the result and apply it.
Some sword points do armor piercing point damage and have a damage type similar to blunt weapons and they are useful against armor.
Most sword points do stabbing point damage, which works like cutting damage.
So, what’s the problem? For a crunchy game to have swords still be the weapon of choice for many player-characters feels like it ought to be problematical.
Well, is there a reason to over-value swords? Swords are the glamour weapon of fantasy literature. The fact that they were not the battlefield weapon of choice did not mean that they couldn’t be carried by far-traveling adventurers. And a sword, unless we are talking about a huge two-hander, is handy to carry around. Finally, a sword is often the status symbol of a noble or an officer. So, I think it should retain its status as at least a favored sidearm.
So, what is to be done? Well, I could easily reduce the damage of swords, at least their edges. Weapon stats are on the website on a PDF, not on the core rules that are commercially available. And I could put a note on DriveThru that I had done that. GMs could change or not as they choose. Or I can leave it like it is. They do call (part of) the genre Sword and Sorcery, after all.