As far as what swords suit you best, it’s up to you (your skill is the same with all of them). But I can really see Santo digging really big ones. I can picture Antinor using an estoc./QUOTE]
Thanks. I was thinking about an estoc anyway, I’ve always liked them.
I have some difficulty understanding which is better out of ‘Fargin’ awesome’, ‘far more comfortable’ and ‘amazing’. :eek:
That will help.
I assume that the only pole-type weapon currently available is the Pole-Ax and that I can’t use a Shield with it. What are the defensive benefits of the Shield?
Although the Baron has been helpful, we’re still not sure how far the conspiracy extends. It might be sticky if Koldanar was bound to the Baron. Could Koldanar swear the Oath of Fealty to one of us?
Ok, I’m assuming I came along with my own gear (armor as well as my sword / dagger combo, yes?) If that is correct I’m not sure I wish to upgrade, as being encased in steel is not the ideal for a tribesman (as well as I think I have lower END at only 11), yes?
If anything I would just want my blades sharpened / treated to condition them again (Since most of my fellows don’t usually use blades), as well as get my own whetstone / oil for the road. Any of you have any input for me other than this?
You can pretty much wear anything with anything, with a few exceptions. You can only wear one helmet, although you can wear a leather cowl under it. (Recommended, as helmets can be uncomfortable and can pull your hair.) One set of vambraces each. One vest/byrnie/hauberk/surcoat each, though you can have a layer of leather under heavier armor.
Leather cowl, byrnie, leggings and boots topped with a plate half helm, ring byrnie, and plate vambraces is not unreasonable. Hot and heavy, maybe, but very possible.
He can swear an oath to anyone he wants, but that won’t give him the right to bear chivalric arms. For now, only the baron can do that. Being that he doesn’t really want that right anyway, it doesn’t really matter.
Correct.
Here’s a breakdown of each weapon. The fraction is the A/D bonus of the weapon, or what you’d add to your attack and defense. The three numbers following are the blunt, edge, and point aspects of the weapon. For instance, an estoc is +15 to attack and +10 to defend. It has a blunt impact of 3, an edge impact of 0, and a point impact of 6. Armor subtracts from this impact.
Let’s say that NAF, who has a skill of 60 in both sword and shield, uses a broadsword and knightshield. He is wearing enough armor to give him a -5 penalty. He also has 2 injury levels, for a further -10. If he attacks with his broadsword, his adjusted skill is 60+15-5-10=60. Defending with the same weapon is 60+10-5-10=55. If he defends with his shield, it’s 60+20-5-10=65.
Does that make sense? The value of a shield over a poleaxe is +20 vs +5 on defense.
Here’s a trick to figuring out the math. This might be of use.
Decide what your best offensive weapon should be. Let’s say you’re good with swords, and you want to carry a bastard sword. Decide what you want your “to hit” number to be. Anything over 50 is above average, of 75 is very nice, and over 95 is superfluous. (Rolls of 96-00 are automatic failures.) Add your weapon’s attack bonus to your skill, then subtract your ideal to hit number. Divide the result by 5, then multiply by your END. That’s the number of pounds you can carry.
For instance, Sir George has an END of 12 and a sword skill of 88. He figures that an adjusted skill of 83 is more than plenty. He adds the bastard sword’s bonus of 20 to 88 (108), then subtracts his ideal of 83 to get 25. 25/5 = 5, mutiplied by his END of 12 to get 60. He can comfortably carry 60 pounds of stuff.
If glee wants to use a broadsword with a rockin’ 92 to hit, then 112 + 15 - 92 = 35. 35/5 = 7. 7 * 15 = 105. 105 pounds of weapons and armor is a freakin’ tank. A scale hauberk isn’t even half of that.
If somebody else can figure out how much each of us can carry, that would be helpful. I’m just about done optimizing our selections. ETA: Or rather, how much our ideal weapon strike should be. The rest is built into my formulas already (well, almost).
Another question, is it kind of like Diablo where it’s better to have plate everything with no helmet than it is to have leather everything?
I have a question about weapon damage. Can we always use the biggest number out of blunt, edge, and point? If so, why do we need the other two? If not, and one or more of the numbers is 0 (e.g. the mace has two * 0), does that mean we could do zero damage in combat?
While I am enjoying the plot and the contributions of the party + DM, this game system is mildly depressing.
There is a lot of arithmetic involved and the results can be unrealistic.
My character can achieve a 97% chance to hit whilst carrying the weight (105 lb) of a woman?!
If I went for a 75% chance to hit with a Battlesword, the calculation would presumably be 116+25-75=66; 66/5=13.2; 13.2*15=198. So I could carry 198 pounds of stuff and still fight really well? :eek::smack:
Okay, assuming we’re equally likely to meet enemies with each type of damage, I simply added all the damages and divided by the weight. This gives an Effectiveness, if you will. So, higher effectiveness are… well, more effective. Our inital numbers are:
Ring Halfhelm = 15
Kurbul Vambrace = 10.8
Ring Gauntlets = 9.4
Plate Halfhelm = 7.5
Leather Cowls = 7.5
Leather Knee Boots = 3.2
Leather Vests = 2.1
Leather Tunics = 1.4
Ring Vest = 1.3
Scale Vest = 1.2
Leather Surcoat = 1.2
Everything else is less than 1; I’m not sure if that is worth it (less than .25 points protection for every pound carried).