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 Ideas for more 2H Weapons

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BalrogTheBuff
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PostSubject: Ideas for more 2H Weapons   Ideas for more 2H Weapons Icon_minitimeWed 4 Jan 2012 - 21:46

I think people have said these multiple times before, but I wanted to toss them out again and get input:
The advanced versions of each weapon is only available to a model that can use both 2H Weapons and the individual single hand versions. Only Heroes may use these expertly crafted varients.

-Crude 2H Weapon 15 gc Common - This is exactly the same as in the book, doesn't matter what it looks like they all use the same rules ie. +2S but strike last. The type of weapon would only affect the critical hit chart it uses.

- Greatsword 25+2D6 gc Rare 8 - +2S No Strike Last rule. If the user has strongman he may apply the expert swordsman skill to this weapon. Uses the Edged Weapon critical hit chart

- Greataxe 20+D6 gc Rare 5 - +2S, Strikes Last, additional -1 to armor saves

- Maul (2H Club/Hammer) 25+D6 gc Rare 6 - +2S, Concussion, When used with Strongman user suffers -1 Initiative

- Great Mace 30+2D6 gc Rare 8 - +3S, May not combine with Strongman rule.
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SaltyWendigo
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PostSubject: Re: Ideas for more 2H Weapons   Ideas for more 2H Weapons Icon_minitimeThu 5 Jan 2012 - 21:24

If I did make changes, I would say just add the effect of the one handed version and its cost, I don't see where you would need to make rare rolls for these. I think forging a greataxe is just as easy as forging a regular axe.

Also on axes I think adding Cutting Edge is something I'm not a fan of armor already has a hard time. One thing I'm considering doing In my campaigns is making Axes have the Deadly rule. Deadly: This weapon allows a +1 on the critical hit table rolls.
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Eliazar
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PostSubject: Re: Ideas for more 2H Weapons   Ideas for more 2H Weapons Icon_minitimeFri 6 Jan 2012 - 0:19

I like the changes and think due to their pretty powerful nature, adding extra cost and rarity is a good thing. However, I wonder what happened to the strike last rule for the last two entries... for sword and axe you mention if it applies or not, but for the others not.
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SaltyWendigo
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PostSubject: Re: Ideas for more 2H Weapons   Ideas for more 2H Weapons Icon_minitimeFri 6 Jan 2012 - 0:50

Eliazar wrote:
I like the changes and think due to their pretty powerful nature, adding extra cost and rarity is a good thing.


If they have a rare value, it should be one that on average is successful. As far as extra cost I'm not against it.
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Lord 0
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PostSubject: Re: Ideas for more 2H Weapons   Ideas for more 2H Weapons Icon_minitimeFri 6 Jan 2012 - 13:58

In my circle we mostly take a fair bit of armour because of house-rules (armour half price, shields/bucklers +1 AS in melee, -1 to hit dualwielding) so I can see the appeal in the great axe.

I have been considering trying the DHW as modification to a single-handed weapon of the axe/sword/hammer variety just by adding the costs and rules together. The axe and the hammer would be taken, but probably not so much the sword. Swords were rarely taken in the first place except for flavour reasons and casters that couldn't use armour. That 'can use Expert Swordsman with Strongman' may just tip the balance for some people so I think I will be stealing it.

I like the +3S idea so I am thinking something like:
Stupidly large weapon*: +3S, +1 to crits, Always Strike Last, I to 0 in melee, A to 1 in melee. Then make it so Strongman removes the I and A penalty, but not Strikes Last.


*perhaps a better name.
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BalrogTheBuff
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PostSubject: Re: Ideas for more 2H Weapons   Ideas for more 2H Weapons Icon_minitimeMon 9 Jan 2012 - 2:37

I like the big weapon idea. Maybe 'Hooj Weapon' Orcs and stupid humans only? Although I would not worry about the Crit boost. The blunt crit table is pretty good as is. And other skills can boost that.

And Maul and Mace were supposed to follow normal strikes last rules. Sorry about that!
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SerialMoM
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PostSubject: Re: Ideas for more 2H Weapons   Ideas for more 2H Weapons Icon_minitimeMon 9 Jan 2012 - 18:02

I think the great sword is too powerful in comparison to the normal 2 hand weapon or the halberd.

There shouldn't be a possibility for henchman to get a 2H weapon without strike last rule.

If those weapons are only available to models with the skill weapon training i would say the new choices are valid.

SerialMoM
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BalrogTheBuff
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PostSubject: Re: Ideas for more 2H Weapons   Ideas for more 2H Weapons Icon_minitimeMon 9 Jan 2012 - 19:11

I was just going to make it for heroes only that could use 2HW and the one handed versions, but it would be a nice incentive for Weapon Training. Although I would allow the Greatswords automatically for Styroheims Greatsword Warband heroes. Or at least the captain. Maybe say they are common for heroes at creation and no random cost? Although that would make them really strong.
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