Making Weapons Interesting pt. 4

And now unto the non-damage properties, just to finish this off. Ideally, they should be actually important.

Strike Order

These properties in which weapons in a certain order strike. This is important in the case of one combatant stunning the other (pretty much as per Tao) and making them lose their opportunity to attack. Weapons with identical speed strike simultaneously.

  • Reach (spears, halberds) – strikes first when joining melee, and normally otherwise.
  • Large (poleaxes, greatswords) – strikes first when joining melee, and last otherwise.
  • Small (daggers, fists) – always strikes last (unless in a grapple, see below).

Other Effects

  • Reach – long weapons cannot be packed in a bag (duh).
  • Large – large weapons cannot be packed in a bag, but deals one die size higher damage.
  • Small – small weapons take up less space, are easy to conceal, and are usable in a grapple.
  • Fragile – increase damage die by a step, but subtract 3 from damage rolls. If the result is negative, the weapon breaks instantly.
  • Hooked – the weapon can be used to drag someone from their saddle and to hook stuff (bags, legs, levers…).
  • Versatile – allows the use of a secondary damage type from the weapon.

I’m slightly unsure of what benefit to give large weapons. Ideally I wouldn’t just add more damage, because that kind of defeats the purpose of it being a non-damage property… But Large is mostly a drawback otherwise. I’m equally unsure of whether small weapons should lose damage as well, which could be logical but also weakens their position more. I’ll have to think on that.

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6 thoughts on “Making Weapons Interesting pt. 4

    1. Essentially, you use any way to determine initiative, and everyone declares actions (from worst to best initiative). Then everything happens in phases, of missiles > movement > melee > spells, and strike order would determine who strikes first in each phase (if applicable). I have yet to use this in play (everyone’s away for summer) but I think it should work decently. I’ll have to see.

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        1. If two guys are attacking each other, higher strike order gets their attack off first, potentially stunning the other before he can attack. Otherwise they’d both get to attack, even if one or both of them gets stunned.

          Or am I explaing the wrong thing?

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          1. If I use a d10 for initiative order and the higher number goes first, and I get a 2 and my opponent gets an 8, how does strike order apply? Or is strike order only meant to apply when considering ties?

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  1. It goes like this: you decide what to do first, then your enemy does, knowing your decision. Then actions are all simultaneous within their respective categories. Strike order is the “sub-initiative” in the melee phase, where all melee attacks take place irrespective of the original initiative. If you do it like this, initiative only gives an order for people to decide what to do. It kind of bends the meaning of “initiative”, though…

    Sadly, I have a feeling this might get messy, but I like the idea so I must try it out.

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