Username:    Password:      Remember me       
Great White Games/Pinnacle Entertainment Group Forum Index Great White Games/Pinnacle Entertainment Group
Discussion Forum for PEG/GWG
 
 FAQFAQ   SearchSearch   MemberlistMemberlist   UsergroupsUsergroups   RegisterRegister 
 ProfileProfile   Log in to check your private messagesLog in to check your private messages   Log inLog in 

[SWD] On the balance of 2 handed weapons
Goto page 1, 2, 3, 4  Next
 
Post new topic   Reply to topic    Great White Games/Pinnacle Entertainment Group Forum Index -> SW Home-brew Settings & Conversions
View previous topic :: View next topic  
Author Message
Sidney
Novice


Joined: 11 Oct 2011
Posts: 91

PostPosted: Mon Jan 23, 2012 8:50 am    Post subject: [SWD] On the balance of 2 handed weapons Reply with quote

Notice: this isn't about 2 handed weapons being underpowered (which they very well may be, but still) but about the balance between different 2h weapons.

As you all know, the 3 major 2 handed weapons (sword, mace, axe) all share some traits - basically they all grant -1 parry -, while having their peculiar abilities.

Comparing the Greataxe and Maul in particular shows that:

- the Maul deals less damage (dCool, but has twice the armor penetration, only against rigid armor.
- the Axe does more damage (d10), and has 1 AP against every kind of armor.

Balance here is already potentially a bit off the hook - assuming EVERY armor in the setting is rigid, the two weapons have the same damage output. In short, there's no situation where the Maul is better, not even heavy armor.

Now add to the equation the 2 handed Sword. The redhead stepchild of the 2 hander family deals a d10 damage, with no AP at all.

Now it's clear the Axe is massively better than anything else (it's as good as the maul against rigid armor targets, and both are "+1" compared to the sword; it's "+1" compared to the sword against all other targets, and "+2" compared to the maul).
The maul and sword are somewhat balanced - sometimes one is at +1, sometimes the other is. The Axe is the outlier here.


Now while it may seem that changing the Greataxe would be the first goal, that's hardly possible - make the Greataxe d8 damage and AP1, and it's balanced vs the Maul and slightly worse than the sword. Plus, lowering its damage would A) bring it too close to 1 handed weapons and B) punish an already weak class of weapons.

A proposed revision could be:

- Greataxe: leave it as it is, as its relative power level is ideal.

- Maul: increasing it to d10 damage would fix it compared to the Greataxe (+1 vs rigid armor, -1 vs everything else)

- Greatsword: here you got two options. Either you state that the biggest advantage of swords is their flexibility in use, and say it's d10, no AP, but make it lose the Parry penality (my favourite option to be honest); or you try to fix it in damage, but it's a lot trickier. You could give it a d12 damage with no AP, which would keep it balanced with the Maul but make it a bit better than the Axe. Or you could make it deal d8+2 damage instead of d10 - giving it a slightly better chance of exploding damage and a slightly higher average damage to offset the lack of AP.

Ideas?
Back to top
View user's profile Send private message
Pariah74
Veteran


Joined: 16 Jun 2009
Posts: 934

PostPosted: Mon Jan 23, 2012 9:03 am    Post subject: Re: [SWD] On the balance of 2 handed weapons Reply with quote

Sidney wrote:
As you all know, the 3 major 2 handed weapons (sword, mace, axe) all share some traits - basically they all grant -1 parry -, while having their peculiar abilities.


Peculiar? You mean particular? I don't find them peculiar at all.

Sidney wrote:
Comparing the Greataxe and Maul in particular shows that:

- the Maul deals less damage (dCool, but has twice the armor penetration, only against rigid armor.
- the Axe does more damage (d10), and has 1 AP against every kind of armor.

Balance here is already potentially a bit off the hook - assuming EVERY armor in the setting is rigid, the two weapons have the same damage output. In short, there's no situation where the Maul is better, not even heavy armor.


Why would assume every armor in the setting is rigid? Chain is not rigid, and neither is leather. So unless every NPC they face are knights in plate armor, these weapons have a significant balancer.

Sidney wrote:
Now add to the equation the 2 handed Sword. The redhead stepchild of the 2 hander family deals a d10 damage, with no AP at all.


Apparently you don't weight or encumbrance, or role playing in your games.

Sidney wrote:
Now it's clear the Axe is massively better than anything else (it's as good as the maul against rigid armor targets, and both are "+1" compared to the sword; it's "+1" compared to the sword against all other targets, and "+2" compared to the maul).
The maul and sword are somewhat balanced - sometimes one is at +1, sometimes the other is. The Axe is the outlier here.


3 pounds of weight difference is world of difference in SW. It means the smaller, less brawny folks will opt for the sword.
Not only that but the Axe cost 500...the entire starting wage...just to own it. So no armor, no gear, no nothing.

Maybe you should look at the other numbers on the line, and try enforcing those rules before you talk about imbalance?


None of your ideas chance the weights, and don't talk about it, so my advice would be to start enforcing Encumbrance, and then talk about balance after you have played the full game.
_________________
"Games give you a chance to excel, and if you're playing in good company you don't even mind if you lose because you had the enjoyment of the company during the course of the game. "
~Gygax
Back to top
View user's profile Send private message
Sidney
Novice


Joined: 11 Oct 2011
Posts: 91

PostPosted: Mon Jan 23, 2012 9:51 am    Post subject: Re: [SWD] On the balance of 2 handed weapons Reply with quote

Pariah74 wrote:

Why would assume every armor in the setting is rigid? Chain is not rigid, and neither is leather. So unless every NPC they face are knights in plate armor, these weapons have a significant balancer.


I'm starting to have worries about your reading comprehension.
The best case scenario for the Maul is rigid armor; I'm arguing it's inferior to the Axe, so I'll use the BEST possible scenario for the Maul, thus assume EVERY armor is rigid in the setting (which is false, but would benefit the maul) so it gets to use its AP again EVERY target.

Even in this fantastic world where everyone is in full plate, the maul isn't better. In every other world where people use different armors, the Axe is as good against rigid armor, and better against every other kind of armor.

Got it now?

Sidney wrote:


Apparently you don't weight or encumbrance, or role playing in your games.


I do, but at the Str level needed to use these weapons (d10) using full plate plus any of these weapons is never an issue.
I consider you still too intelligent to make the argument that the Greatsword is an excellent weapon because Str d6 characters get to use it without having to feel the frustration of being unable to use all those cool abilities.

Sidney wrote:

3 pounds of weight difference is world of difference in SW. It means the smaller, less brawny folks will opt for the sword.
Not only that but the Axe cost 500...the entire starting wage...just to own it. So no armor, no gear, no nothing.

Maybe you should look at the other numbers on the line, and try enforcing those rules before you talk about imbalance?

None of your ideas chance the weights, and don't talk about it, so my advice would be to start enforcing Encumbrance, and then talk about balance after you have played the full game.


My ideas don't take weight into account because in order to fully use these weapons you need to have Str d10 or more, meaning you don't give a damn about 3 pounds.

Once again, you're not making an argument that having Str d6 characters using two hander weapons is "playing the full game", are you?
Back to top
View user's profile Send private message
Pariah74
Veteran


Joined: 16 Jun 2009
Posts: 934

PostPosted: Mon Jan 23, 2012 10:27 am    Post subject: Reply with quote

Oh my god.

YES, all characters using these weapons have a d10 (well I ahve seen some d8s but that's an exception)

SO the point here is that they deal 2d10 when they attack. At that level, of damage the differences become completely minor, so yes WEIGHT is just as much of a factor as AP.

Also, reign in the snark. I am plenty intelligent, and so were all the people who tested Savage Worlds, and have played it for multiple years.

Good lord.
_________________
"Games give you a chance to excel, and if you're playing in good company you don't even mind if you lose because you had the enjoyment of the company during the course of the game. "
~Gygax
Back to top
View user's profile Send private message
Enno
Veteran


Joined: 29 May 2006
Posts: 519
Location: Ulm, Germany

PostPosted: Mon Jan 23, 2012 10:31 am    Post subject: Reply with quote

Who says, that these weapon types have to be balanced to one another? Huh
_________________
There are 10 types of people in the world: Those who know binary and those who don't.
Back to top
View user's profile Send private message AIM Address Yahoo Messenger MSN Messenger
Pariah74
Veteran


Joined: 16 Jun 2009
Posts: 934

PostPosted: Mon Jan 23, 2012 10:43 am    Post subject: Reply with quote

Enno wrote:
Who says, that these weapon types have to be balanced to one another? Huh


Laughing Exactly. OMG! BALANCE!! Bleh...it's a pointless discussion. It's like saying the screwdriver is unbalanced against the wrench.
_________________
"Games give you a chance to excel, and if you're playing in good company you don't even mind if you lose because you had the enjoyment of the company during the course of the game. "
~Gygax
Back to top
View user's profile Send private message
operations
Seasoned


Joined: 01 Jul 2010
Posts: 230
Location: St Louis, MI

PostPosted: Mon Jan 23, 2012 11:18 am    Post subject: Reply with quote

Savage Worlds is not about balanced weapons. Savage Worlds is about FFF, and in a FFF game the general rule for weapons are;

more weight/larger caliber = more damage

Do you complain that the Greatsword in D&D is not balanced against the Maul and Greataxe too? Guess what, they are not. Each one is clearly better in their right situations (Greastsword for accuracy, Greataxe for potential damage output).

Savage Worlds is not a real life simulator. It is a simulator of cinematic awesome.
_________________
~~KT~~
Back to top
View user's profile Send private message Visit poster's website
Sidney
Novice


Joined: 11 Oct 2011
Posts: 91

PostPosted: Mon Jan 23, 2012 11:49 am    Post subject: Reply with quote

operations wrote:
Savage Worlds is not about balanced weapons. Savage Worlds is about FFF, and in a FFF game the general rule for weapons are;

more weight/larger caliber = more damage

Do you complain that the Greatsword in D&D is not balanced against the Maul and Greataxe too? Guess what, they are not. Each one is clearly better in their right situations (Greastsword for accuracy, Greataxe for potential damage output).

Savage Worlds is not a real life simulator. It is a simulator of cinematic awesome.


Answering's Enno's point too here - I agree.

But exactly because it's NOT a real life simulator... what is the point of NOT balancing things?

One argument could be "well actually axes are probably better than swords against armored targets". Which is true, and it's commendable the game does an effort in trying to translate that. But since the game doesn't really care about representing reality, what's the point in making some choices completely inferior?

Mind you, I have very few things to complain about SW - exactly because it's an FFF game and there's things I expect from it and things I don't.
But since it's not a simulation, nor it tries to be, I see no point in making some options so inferior to (equivalent) others, and no harm in trying to "fix" the imbalance in order to allow 2 hander users to pick something different from axes without feeling like they took a second grade option.

So to answer Enno's question with another questions, what harm is there in trying to bring some underdog option on par?


Plus, I really like swords Twisted Evil .
Back to top
View user's profile Send private message
Zadmar
Heroic


Joined: 10 Nov 2010
Posts: 1380
Location: Munich

PostPosted: Mon Jan 23, 2012 11:57 am    Post subject: Reply with quote

Enno wrote:
Who says, that these weapon types have to be balanced to one another? Huh

I think it's very much a matter of preference. I've used the SW weapons as-is and they worked out fine, but I've also come up with my own rules for balancing different weapons (and armour), and those worked out fine as well. It really depends on my mood, and the sort of setting I'm aiming for.

To the OP: You might want to check out my posts here and here.


Last edited by Zadmar on Mon Jan 23, 2012 6:16 pm; edited 1 time in total
Back to top
View user's profile Send private message
marshal kt
Legendary


Joined: 13 May 2003
Posts: 2396
Location: west palm beach, fl

PostPosted: Mon Jan 23, 2012 12:11 pm    Post subject: Reply with quote

I'm totally lost on what the OP wants.
Balance of weapons vs each other?
That's not possible, because it's not real.
Swords parry better than axes & mauls.
Real axes, not fantasy Conan-esque double-headed axe, punched through armor, no matter the style.
Mauls were just huge hammers and did damage over a larger area [vs other weapons].
Swords were more expensive to make. Requiring more craftsmenshp and materials to make.

Also different countries, had different styles of weapons.
Far East vs Middle East vs Europe.
Calvary vs infantry.

What do you want to balance when nothing is the same?

It's like saying I wish apples tasted like oranges.
_________________
"I'm Hotep"
Back to top
View user's profile Send private message
Sidney
Novice


Joined: 11 Oct 2011
Posts: 91

PostPosted: Mon Jan 23, 2012 12:31 pm    Post subject: Reply with quote

marshal kt wrote:
I'm totally lost on what the OP wants.
Balance of weapons vs each other?
That's not possible, because it's not real.
Swords parry better than axes & mauls.


This however isn't reflected ingame, as 2 handed swords still suffer the penality to Parry.

But I understand the author's concern in putting in a d10 weapon with no maluses aside from weight, which would make all 1 handed-styled approaches very weak in comparison.

It's not very easy to grant balance AND diversity in a system that for legitimate reasons tries to avoid excessive granularity (like SW). That's why I specify this thread isn't a "SW is broken!" call, but simply a discussion on a potential house rule.
Back to top
View user's profile Send private message
amerigoV
Veteran


Joined: 06 Jul 2009
Posts: 667
Location: Columbus, Ohio

PostPosted: Mon Jan 23, 2012 1:10 pm    Post subject: Reply with quote

Pariah74 wrote:

Laughing Exactly. OMG! BALANCE!! Bleh...it's a pointless discussion. It's like saying the screwdriver is unbalanced against the wrench.


In most day to day household use, screwdrivers are the clear winners. But wrenches do have hitting power and are just as useful on cars and other big mechanicals. But if you are talking timetravel, sonic screwdrivers are the preferred item by far.
_________________
I call Shinanigans!
Back to top
View user's profile Send private message
Pariah74
Veteran


Joined: 16 Jun 2009
Posts: 934

PostPosted: Mon Jan 23, 2012 1:20 pm    Post subject: Reply with quote

Well we haven't seen the sonic wrench yet, have we? Laughing Hell, we probably have and I should know better than tempting geeks on an RPG site like that in this day and age.
_________________
"Games give you a chance to excel, and if you're playing in good company you don't even mind if you lose because you had the enjoyment of the company during the course of the game. "
~Gygax
Back to top
View user's profile Send private message
marshal kt
Legendary


Joined: 13 May 2003
Posts: 2396
Location: west palm beach, fl

PostPosted: Mon Jan 23, 2012 1:44 pm    Post subject: Reply with quote

Sidney wrote:
marshal kt wrote:
I'm totally lost on what the OP wants.
Balance of weapons vs each other?
That's not possible, because it's not real.
Swords parry better than axes & mauls.


This however isn't reflected ingame, as 2 handed swords still suffer the penality to Parry.

But I understand the author's concern in putting in a d10 weapon with no maluses aside from weight, which would make all 1 handed-styled approaches very weak in comparison.

It's not very easy to grant balance AND diversity in a system that for legitimate reasons tries to avoid excessive granularity (like SW). That's why I specify this thread isn't a "SW is broken!" call, but simply a discussion on a potential house rule.


Swords parry better than axes and mauls, but none of them can parry well.
On the overall they don't parry, but actually inhibit parrying.
Thus, the penalty.
_________________
"I'm Hotep"
Back to top
View user's profile Send private message
ogbendog
Heroic


Joined: 29 Jul 2004
Posts: 1913

PostPosted: Mon Jan 23, 2012 2:40 pm    Post subject: Reply with quote

Swords have 2 other advantages.

you can sheath a sword. Hard to climb a ladder while holding a maul or axe

swords are also more socially acceptable
Back to top
View user's profile Send private message
marshal kt
Legendary


Joined: 13 May 2003
Posts: 2396
Location: west palm beach, fl

PostPosted: Mon Jan 23, 2012 3:06 pm    Post subject: Reply with quote

2 hand swords sheathe over the back.
Mauls & axes can also, using a thong.

Depending on the country and time period, swords aren't always acceptable. JUst like guns in the old west. Some town yes, others no.
_________________
"I'm Hotep"
Back to top
View user's profile Send private message
canology
Seasoned


Joined: 08 Apr 2008
Posts: 136

PostPosted: Mon Jan 23, 2012 5:40 pm    Post subject: Reply with quote

Aren't two-handed swords traditionally used in a more "parry friendly" position than mauls or axes? It seems that you could make an argument that 2h swords don't deserve the -1 to parry, simply because they are wielded differently.

For what it's worth, balance means very little to me, I just think the -1 to parry is unrealistic for 2h swords.
Back to top
View user's profile Send private message Send e-mail
marshal kt
Legendary


Joined: 13 May 2003
Posts: 2396
Location: west palm beach, fl

PostPosted: Mon Jan 23, 2012 6:10 pm    Post subject: Reply with quote

as someone who's fought with and against 2 handers in RL, no -1 parry is about right. They're alot slower than 1 hand swords.

that's typical tradional european swords. asian swords are a completely different animal.

greatswords have quillons, some times 2 pairs so you can choke up on the length to get more leverage.

no daichis just have a long grip with 1 guard.

greatswords have the balance in the mid to end of the blade, like axes & mauls.

No daichis have the balance closer to the cross guard. [whose name escapes me atm.]
_________________
"I'm Hotep"
Back to top
View user's profile Send private message
Zadmar
Heroic


Joined: 10 Nov 2010
Posts: 1380
Location: Munich

PostPosted: Mon Jan 23, 2012 7:29 pm    Post subject: Reply with quote

Sidney wrote:
But I understand the author's concern in putting in a d10 weapon with no maluses aside from weight, which would make all 1 handed-styled approaches very weak in comparison.

Well no, because they could use their spare hand to hold a shield.

But even without that, the -1 parry penalty is so severe that (mechanically speaking) your character would actually be better off using a longsword in one hand and picking his nose with the other, rather than wielding a greatsword.

I ran hundreds of thousands (if not millions) of mock fights with my combat simulator when I was designing my alternative approach to weapons. I don't really care about realism, I'm more interested in tactical variety - I'd rather let players pick the weapon mechanics they want and then describe the trappings, the same way they do with powers. I consider trappings one of the strengths of SW.
Back to top
View user's profile Send private message
ogbendog
Heroic


Joined: 29 Jul 2004
Posts: 1913

PostPosted: Tue Jan 24, 2012 2:28 am    Post subject: Reply with quote

someone pointed out once that if you use a spear with wild attack, you end up with st+d6+2 and -1 parry
d6+2 is about the same as d10.
Back to top
View user's profile Send private message
Display posts from previous:   
Post new topic   Reply to topic    Great White Games/Pinnacle Entertainment Group Forum Index -> SW Home-brew Settings & Conversions All times are GMT - 5 Hours
Goto page 1, 2, 3, 4  Next
Page 1 of 4

 
Jump to:  
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum