Daggers vs "darts" when hurled.
Should darts be at up 2x (+10 to AvD) more effective then a thrown dagger?
I see that when daggers are wielded, they have low RT and low AvD, and when hurled they don't act as darts.
When a dart is wielded as an edged weapon it's going to follow the AvD of a dagger (if i'm reading correctly), but when a dagger is hurled it remains the AvD of a dagger.
Could it be fixed so that a hurled dagger would follow the AvD of a dart? or better? (just one man's opinion but I feel a hefty dagger is going to have a greater advantage then a teeny dart vs any kinds of armor....)
ROLFARD
ROLFARD
Re: Intended?
03/11/2012 11:00 AM CDT
>attack Meatbag
You swing a dart at Meatbag!
AS: +72 vs DS: +337 with AvD: -18 + d100 roll: +76 = -207
A clean miss.
Roundtime: 4 sec.
R>hurl Meatbag
With a quick flick of your wrist, you deftly send a faewood dart fletched with golden yellow feathers into flight.
You throw a dart at Meatbag!
AS: +146 vs DS: +329 with AvD: -8 + d100 roll: +98 = -93
A clean miss.
Momentum carries a faewood dart fletched with golden yellow feathers past Meatbag to land nearby.
Roundtime: 4 sec.
>attack Meatbag
You swing a crystal-edged vultite dagger at Meatbag!
AS: +74 vs DS: +337 with AvD: -18 + d100 roll: +4 = -277
A clean miss.
Roundtime: 3 sec.
R>hurl Meatbag
As you loose your vultite dagger into the air, everything around you suddenly slows down to a noticeable crawl.
With a quick flick of your wrist, you deftly send a crystal-edged vultite dagger into flight.
You throw a crystal-edged vultite dagger at Meatbag!
AS: +148 vs DS: +329 with AvD: -18 + d100 roll: +75 = -124
A clean miss.
As a crystal-edged vultite dagger sails past Meatbag, its trajectory through the air slows suddenly, so much so that the dagger appears to be hanging there in stasis. You move over to it and snatch the dagger from its flight-path, then jog back to where you were standing. Suddenly everything returns to normal speed as time catches up with itself.
Roundtime: 4 sec.
ARCHIGEEK
Re: Intended?
03/11/2012 11:53 AM CDT
I believe the DF of the dagger is much better than the dart.
Dart:
.125 .100 .075 .055 .050
Dagger:
.250 .200 .100 .125 .075
There is your advantage. Pretty substantial... in a tiny, dart v. dagger kind of way.
Kerl
Dart:
.125 .100 .075 .055 .050
Dagger:
.250 .200 .100 .125 .075
There is your advantage. Pretty substantial... in a tiny, dart v. dagger kind of way.
Kerl
GS4-KONACON
Re: Intended?
03/11/2012 12:02 PM CDT
Kerl is spot on here. When you're considering the effectiveness of a weapon, you have to look at a lot of things, not just the AvD. The RT, minimum RT, weight, DF, and some assorted other things all need to be considered as well. That being said, I'd love it if players would bring up their thoughts (Preferably with math to show their points) about weapons that they currently feel are way out of whack.
This is by no means a promise or indication of anything, I'd just like to know what issues players currently see because it's of great interest to me.
Gamemaster Konacon
Squares Team
This is by no means a promise or indication of anything, I'd just like to know what issues players currently see because it's of great interest to me.
Gamemaster Konacon
Squares Team
GS4-MARSTREFORN
Re: Intended?
03/11/2012 12:08 PM CDT
I believe the idea is that a dart is center-balanced and has fletchings that stabilize it in flight, making it easier to hit the target.
A common dagger isn't typically center-balanced to be thrown with equal reliability. Now if there was a true "throwing knife" in Gemstone, that might raise a question in my mind. A true throwing knife is designed to have center-balance and allow the blade to travel through the air as intended.
The fact that anyone can throw a normal dagger/knife with accuracy, without significant training, definitely allows for some suspension of disbelief. But we also have magic here. So there you go.
GM Marstreforn
A common dagger isn't typically center-balanced to be thrown with equal reliability. Now if there was a true "throwing knife" in Gemstone, that might raise a question in my mind. A true throwing knife is designed to have center-balance and allow the blade to travel through the air as intended.
The fact that anyone can throw a normal dagger/knife with accuracy, without significant training, definitely allows for some suspension of disbelief. But we also have magic here. So there you go.
GM Marstreforn
TEP2
Re: Intended?
03/11/2012 12:41 PM CDT
The STR/DEX bonus requirements for all true thrown weapons (excluding javelins) needed to achieve the "quick flick" message (and subsequent RT adjustments) are significantly higher than their OHE/OHB/Polearm equivalents. When combined with the base weight, lower overall DFs, etc there is only one reason to use any of the actual thrown weapon bases; parry DS. And given how many hurlers have a second or even tertiary weapon style that generally goes right out the window.
In short, the entirety of the thrown bases neeed to be re-evaluated and brought in line with their melee equivalents.
I'll see if I can figure out which computer all the numbers from my previous testing are on and post them up. Or depending on how far back your archives go you might find my numbers in one of the hurling folders.
Tep
ARCHIGEEK
Re: Intended?
03/11/2012 12:51 PM CDT
<<That being said, I'd love it if players would bring up their thoughts (Preferably with math to show their points) about weapons that they currently feel are way out of whack. -GS4-KONACON>>
Well...
1. Quarterstaves should be two things: faster and add a two-strike feature. No math for you, cause while I love me some Fibonacci Sequence, I am no mathamagicatician! And,
2. I want want want to be able to hurl smooth stones, table legs and chipped bricks. Do this first. And last but not least,
3. The vial bombs are a complete swing and a miss in their execution. From this player's viewpoint, it looks as though someone was afraid they'd be too powerful when they were implemented, and thereby made them wet noodles instead; problem avoided. They're bombs for crying out loud! It needs to go boom with at least a little bit of gusto! They don't. If you want to look at something that should be cool and isn't, that's this. Also, hurling a vial should require thrown weapons training to do effectively. You want to use those nifty powerful bombs? Learn to throw.
Kerl, not a mathamagicatician
Well...
1. Quarterstaves should be two things: faster and add a two-strike feature. No math for you, cause while I love me some Fibonacci Sequence, I am no mathamagicatician! And,
2. I want want want to be able to hurl smooth stones, table legs and chipped bricks. Do this first. And last but not least,
3. The vial bombs are a complete swing and a miss in their execution. From this player's viewpoint, it looks as though someone was afraid they'd be too powerful when they were implemented, and thereby made them wet noodles instead; problem avoided. They're bombs for crying out loud! It needs to go boom with at least a little bit of gusto! They don't. If you want to look at something that should be cool and isn't, that's this. Also, hurling a vial should require thrown weapons training to do effectively. You want to use those nifty powerful bombs? Learn to throw.
Kerl, not a mathamagicatician
RATHBONER
Re: Intended?
03/11/2012 01:42 PM CDT
>Also, hurling a vial should require thrown weapons training to do effectively. You want to use those nifty powerful bombs? Learn to throw.
LM stuff does need thrown to use, even when its supposed to be a magic boom, or such is my understanding of why they were rubbish when I experimented with them. (The vials I am not going to throw because I don't get much excess over plate melting requirements, but the major e-wave spheres did sod all.)
ARCHIGEEK
Re: Intended?
03/11/2012 02:11 PM CDT
They don't do much when you're fully trained in hurling either, and there's no evidence that hurling training makes a difference. If it does, it doesn't really matter in the end result. Also, it doesn't use hurling mechanics, so my suspicion is it matters very little if at all.
Kerl
Kerl
TEP2
Re: Intended?
03/11/2012 02:30 PM CDT
Found it.
Note: these numbers are all from the time period where it was possible to throw things like mauls, jeddart-axes, etc. I know there was a change at some point during one of my breaks that made those things less feasible, but I have my doubts as to whether any of the baseline stuff was touched.
OK, so there are three stats that effect hurling RT. Strength, Dexterity, and Agility. Strength determined the baseline messaging and dex and agility helped govern the RT with some caveats. I focused on the two most common messages for these tests; "quick flick" (no RT adjustment) and "with deliberate force" (+3 RT adjustment).
First up is the STR bonus required with a DEX/AGL bonus of 0 to achieve both sets of messaging. I'll try and group them with their equivalents. With the exception of the net and dart, all of the thrown weapons have a higher requirement than their melee equivalent.
DEX/AGL bonuses can lower RT following the standard (15 * X ) - 7 formula, making it possible for the smaller races to achieve a 0 RT modifier while still having the deliberate force message. The one way this differs from melee combat is that being under trained for your armor with an exceptionally high combined bonus gives you ZERO benefit while hurling. You will be hit full force with the penalty to your RT.
Now we can look at weapon DFs. I'm going to exclude nets since no one in their right mind would ever conceive of using one. Again I'll try to group them together.
Notice the pattern yet? But hey, there's more to combat than DFs, let's look at AvD's.
Thrown weapon bases tend to have higher AvD at the lower end of the armor spectrum and begin to fall behind once we move in to the chain/plate classes.
The next table is the minimum end roll required to achieve a rank 1 wound by armor group. If my math is horrendously off on these, forgive me, it's been a while.
Again we see that true thrown bases start to lag behind very quickly. Any gains they have in AvD are quickly over taken as we move up in the armor groups.
So, barring the javelin, the true thrown weapons are inferior to their melee counter parts in almost every way. They weigh more (there's a whole rant about weapon weights effecting hurling RT somewhere), they take higher stats to use at maximum efficiency, and have all around lower combat efficiency. Barring parry DS gained by a single weapon style I can't see ANY reason someone would even bother using a thrown based weapon. This is something I'd like to see remedied in any review of the hurling system.
Tep
Note: these numbers are all from the time period where it was possible to throw things like mauls, jeddart-axes, etc. I know there was a change at some point during one of my breaks that made those things less feasible, but I have my doubts as to whether any of the baseline stuff was touched.
OK, so there are three stats that effect hurling RT. Strength, Dexterity, and Agility. Strength determined the baseline messaging and dex and agility helped govern the RT with some caveats. I focused on the two most common messages for these tests; "quick flick" (no RT adjustment) and "with deliberate force" (+3 RT adjustment).
First up is the STR bonus required with a DEX/AGL bonus of 0 to achieve both sets of messaging. I'll try and group them with their equivalents. With the exception of the net and dart, all of the thrown weapons have a higher requirement than their melee equivalent.
Weapon | Quick flick (No penalties) | Deliberate force (+3 seconds of RT) |
Dagger | -20 | You should never see this. |
Dart | -20 | You should never see this. |
Bola | +5 | +4 - -2 |
Net | 0 | -1 - -5 |
Javelin | 0 | -1 - -5 |
Quoit | +15 | +14 - +7 |
Handaxe | +5 | +4 - -2 |
Discus | +15 | +14 - +7 |
Hammer | +10 | +9 - +3 |
Spear | +15 | +14 - +7 |
DEX/AGL bonuses can lower RT following the standard (15 * X ) - 7 formula, making it possible for the smaller races to achieve a 0 RT modifier while still having the deliberate force message. The one way this differs from melee combat is that being under trained for your armor with an exceptionally high combined bonus gives you ZERO benefit while hurling. You will be hit full force with the penalty to your RT.
Now we can look at weapon DFs. I'm going to exclude nets since no one in their right mind would ever conceive of using one. Again I'll try to group them together.
Weapon | Skin | Leather | Scale | Chain | Plate |
Dagger | 0.250 | 0.200 | 0.100 | 0.125 | 0.075 |
Dart | 0.125 | 0.100 | 0.075 | 0.055 | 0.050 |
Handaxe | 0.420 | 0.300 | 0.270 | 0.240 | 0.210 |
Chakram | 0.255 | 0.230 | 0.155 | 0.110 | 0.057 |
War Hammer | 0.410 | 0.290 | 0.250 | 0.275 | 0.200 |
Discus | 0.255 | 0.230 | 0.155 | 0.110 | 0.057 |
Spear (1-handed) | 0.425 | 0.325 | 0.250 | 0.250 | 0.160 |
Spear (2-handed) | 0.550 | 0.385 | 0.340 | 0.325 | 0.220 |
Javelin | 0.350 | 0.250 | 0.275 | 0.225 | 0.100 |
Notice the pattern yet? But hey, there's more to combat than DFs, let's look at AvD's.
Weapon | Skin | Leather | Scale | Chain | Plate |
Dart | 35 | 30 29 28 27 | 25 23 21 19 | 20 16 12 8 | 10 4 -2 -8 |
Dagger | 25 | 23 22 21 20 | 15 13 11 9 | 10 6 2 -2 | 0 -6 -12 -18 |
Quoit | 40 | 35 34 33 32 | 30 28 26 24 | 25 21 17 13 | 30 24 18 12 |
Handaxe | 30 | 32 31 30 29 | 38 36 34 32 | 41 37 33 29 | 41 35 29 23 |
Discus | 40 | 35 34 33 32 | 30 28 26 24 | 25 21 17 13 | 30 24 18 12 |
War Hammer | 25 | 30 29 28 27 | 32 30 28 26 | 41 37 33 29 | 37 31 25 19 |
Thrown weapon bases tend to have higher AvD at the lower end of the armor spectrum and begin to fall behind once we move in to the chain/plate classes.
The next table is the minimum end roll required to achieve a rank 1 wound by armor group. If my math is horrendously off on these, forgive me, it's been a while.
Weapon | Skin | Leather | Scale | Chain | Plate |
Dart | 140 | 160 | 193 | 263 | 320 |
Dagger | 120 | 130 | 170 | 172 | 246 |
Quoit | 119 | 126 | 145 | 181 | 293 |
Handaxe | 112 | 120 | 126 | 138 | 152 |
Discus | 119 | 126 | 145 | 181 | 293 |
War Hammer | 112 | 120 | 128 | 133 | 155 |
Again we see that true thrown bases start to lag behind very quickly. Any gains they have in AvD are quickly over taken as we move up in the armor groups.
So, barring the javelin, the true thrown weapons are inferior to their melee counter parts in almost every way. They weigh more (there's a whole rant about weapon weights effecting hurling RT somewhere), they take higher stats to use at maximum efficiency, and have all around lower combat efficiency. Barring parry DS gained by a single weapon style I can't see ANY reason someone would even bother using a thrown based weapon. This is something I'd like to see remedied in any review of the hurling system.
Tep
RATHBONER
ROLFARD
Re: Intended?
03/11/2012 03:20 PM CDT
My inquiry was about the double standard of AvD changing for the worse, for hurling weapons. It appears to go one way (hurlers have a two AvD's; one hurled, one melee), but not the other (non hurlers maintain their melee AvD when hurled).
If a dart is like a dagger when meleed, wouldn't a dagger be like a dart when thrown?
If a dart is like a dagger when meleed, wouldn't a dagger be like a dart when thrown?
TEP2
Re: Intended?
03/11/2012 03:32 PM CDT
>Don't critters tend to have lower DS against thrown?
It depends on the type of creature, how it's DS is generated (spells, shield), etc, but for the most part yes. Is that enough to make up for it's short comings? No. Especially when you compare it against ranged weapon use.
If the thrown review ever comes, it needs to be decided whether or not it's meant to be a stand alone or complimentary hunting style. If it's meant to be relegated to complimentary, the costs need to come down to match that. If it's meant to be a stand alone style there are so many things that need to change.
Tep
It depends on the type of creature, how it's DS is generated (spells, shield), etc, but for the most part yes. Is that enough to make up for it's short comings? No. Especially when you compare it against ranged weapon use.
If the thrown review ever comes, it needs to be decided whether or not it's meant to be a stand alone or complimentary hunting style. If it's meant to be relegated to complimentary, the costs need to come down to match that. If it's meant to be a stand alone style there are so many things that need to change.
Tep
GS4-KONACON
Re: Intended?
03/11/2012 09:35 PM CDT
Great comments so far.
<<Found it. <Stuff>>>
I love me some spreadsheets. Seriously, my wife and I were both really excited when we found out during the first couple weeks of knowing each other that we both love spreadsheets. Well done and I really like the comparison on rank 1 wounds by armor group. These are absolutely things that should be considered when comparing weapons.
Gamemaster Konacon
Squares Team
<<Found it. <Stuff>>>
I love me some spreadsheets. Seriously, my wife and I were both really excited when we found out during the first couple weeks of knowing each other that we both love spreadsheets. Well done and I really like the comparison on rank 1 wounds by armor group. These are absolutely things that should be considered when comparing weapons.
Gamemaster Konacon
Squares Team
ROLFARD
ARCHIGEEK
Re: Intended?
03/12/2012 01:16 AM CDT
What Tep said about ds vs thrown. Yes, it is typically lower, but that is largely because it's not a melee attack, so not all "melee DS" applies. For example, you aren't going to get a lot of DS vs a flying dagger with your katana, in spite of what you see Samurai Jack do. Also, note that all ranged weaponry gets this benefit, not just thrown.
Kerl, sorry, no spreadsheet from me.
Kerl, sorry, no spreadsheet from me.
ISMANO
Re: Intended?
03/12/2012 02:46 AM CDT
This thread activity makes me sad.
Then I remember why I finally quit thrown after years doing it.
-farmer
Then I remember why I finally quit thrown after years doing it.
-farmer
RATHBONER
Re: Intended?
03/12/2012 06:01 AM CDT
So what's the point of making a comparison between thrown and melee that assumes the same DS? At cap there is potentially something like 250 in parry DS. What are the rolls needed to cause a rank 5 wound when the thrown weapon is being used against a DS thats 250 lower? That seems like a more reasonable comparison than rank 1 with the same DS, which is the way to compare ambush from hiding weapons with one another.
I don't think the actual rolls to do significant damage are anything like as badly skewed against thrown as people are making out. Its the PITA mechanics to use the ability, which make it only practicable for those with items that bypass them. Its returning bandoliers not 10x claidh weighted weapons that people want to actually use thrown. All fiddling with the AvD and DF numbers would do is make those items even more valuable than they are already. It would do nothing for the viability of the technique with standard equipment.
I don't think the actual rolls to do significant damage are anything like as badly skewed against thrown as people are making out. Its the PITA mechanics to use the ability, which make it only practicable for those with items that bypass them. Its returning bandoliers not 10x claidh weighted weapons that people want to actually use thrown. All fiddling with the AvD and DF numbers would do is make those items even more valuable than they are already. It would do nothing for the viability of the technique with standard equipment.
GS4-VANAH
Re: Intended?
03/12/2012 06:10 AM CDT
>So what's the point of making a comparison between thrown and melee that assumes the same DS?
The comparison in the table in Tep's post was between thrown and thrown. Thrown weapons when thrown v. melee weapons when thrown.
~Vanah
The comparison in the table in Tep's post was between thrown and thrown. Thrown weapons when thrown v. melee weapons when thrown.
~Vanah
RATHBONER
Re: Intended?
03/12/2012 06:55 AM CDT
So what its showing is that melee weapons are too good when thrown?
TEP2
Re: Intended?
03/12/2012 01:11 PM CDT
>All fiddling with the AvD and DF numbers would do is make those items even more valuable than they are already. It would do nothing for the viability of the technique with standard equipment.
I hurled with off the shelf equipment for years. "Fiddling" with the AvD and DF numbers would be of great value both TP wise and in general combat efficiency.
>So what's the point of making a comparison between thrown and melee that assumes the same DS? At cap there is potentially something like 250 in parry DS. What are the rolls needed to cause a rank 5 wound when the thrown weapon is being used against a DS thats 250 lower? That seems like a more reasonable comparison than rank 1 with the same DS, which is the way to compare ambush from hiding weapons with one another.
I intentionally picked rank 1 since nothing significant happens before that. Once you start factoring in critical randomization, etc, it gets a little more fuzzy. But hey, let's look at some real world examples that I generated just a few minutes ago. Our hurler in the equation is a level 68 warrior throwing a handaxe who is fully trained in all relevant skills (CM, perception, edged, hurling). I'll include both the melee DS and the hurled DS, since you were making a point.
You see a fairly typical lesser minotaur.
He appears to be in good shape.
He has some rough dark grey brigandine armor (worn) and a curved silvery white greataxe.
The lesser minotaur is medium in size, about seven feet high in his current state, appears to be of very hardy constitution, is in an offensive stance, and is in relatively good shape.
You might be able to take on the lesser minotaur, but with some risk to your health.
You swing a vultite crescent axe at a lesser minotaur!
AS: +433 vs DS: +263 with AvD: +32 + d100 roll: +45 = +247
... and hit for 48 points of damage!
Large gash to the left arm, several muscles torn.
The lesser minotaur is stunned!
With a quick flick of your wrist, you deftly send an austere vultite crescent axe into flight.
You throw a vultite crescent axe at a lesser minotaur!
AS: +418 vs DS: +259 with AvD: +32 + d100 roll: +58 = +249
... and hit for 50 points of damage!
Hearty smack to the head.
The lesser minotaur is stunned!
The max critical of this throw is 5, but with randomization and the apparent padding of minotaurs it moves down to a 2. Let's look at what the results would be if we had a quoit (0.155 DF against scale, +24 AvD against brig) with equal stats. I'm going to assume that the minotaur has 10 points of padding and will use the crush table against the head.
AS: +418 vs DS: +259 with AvD: +24 + d100 roll: +58 = +241
Raw damage ((241-100)*.155))= 21.85 = 21
Expected critial (((249-100)*.155-10)/7)= 1.87 = 1 (Blow to the head causes the [target]'s ears to ring! 5 bonus damage)
For a grand total of 26 damage. Almost half of what the handaxe did with no stun.
Let's look at best case scenarios, with no setup, now and assumed I rolled 100 on my d100 roll. We'll still be working with critical tables on the head.
Handaxe: AS: +418 vs DS: +259 with AvD: +32 + d100 roll: +100 = +291
Raw damage ((291-100)*.270)= 51.57 = 51
Expected critical (((291-100)*.270-10)/7)= 5.93 = 5
With randomization it could be 3,4, or 5. Since handaxes can do crush or slash I'll do both.
Crush
3 15 You broke the [target]'s nose! S4 R2
4 20 Skull cracks in several places. S8 R3
5 25 Solid strike caves the [target]'s skull in,resulting in instant death! F R3
Possible total damage outcomes: 66 (rank 2 head wound, four round stun), 71 ( rank 3 head wound, eight round stun), 76 ( fatal)
Slash
3 15 Blow to head! S3 R2
4 20 Quick flick of the wrist! The [target] is slashed across its forehead! S6 R2
5 25 Hard blow to the [target's] ear! Deep gash and a terrible headache! S8 R3
Possible total damage outcomes: 66 (rank 2 head wound, three round stun), 71 (rank 2 head wound, six round stun), 76 (rank 3 head wound, eight round stun)
Quoit: AS: +418 vs DS: +259 with AvD: +24 + d100 roll: +100 = +283
Raw damage: ((283-100)*.155)= 28.365 = 28
Expected critical: (((283-100)*.155-10)/7)= 2.62 = 2
With randomization 1 or 2. Quoits only slash.
1 5 Quick slash catches the [target]'s cheek! Dimples are always nice. none R1
2 10 Blade slashes across the [target]'s face! Nice nose job. S1 R1
Possible total damage outcomes: 33 ( rank 1 head wound), 38 ( rank 1 head wound, one round stun).
There is no question which weapon is better here against our friend the minotaur. I'll throw up a quick tofu monster with no padding and see if it holds out.
Handaxe: AS: +418 vs DS: +259 with AvD: +32 + d100 roll: +100 = +291
Raw damage ((291-100)*.270)= 51.57 = 51
Expected critical (((291-100)*.270)/7)= 7.36 = 7
Randomized to 4, 5, 6, or 7. Five of the eight total possible outcomes are fatal. Here's the ones that aren't.
C4H = 71 damage, eight round stun, R3 head wound
S4H = 71 damage, six round stun, R2 head wound
S5H = 76 damage, eight round stun, R3 head wound.
Quoit: AS: +418 vs DS: +259 with AvD: +24 + d100 roll: +100 = +283
Raw damage: ((283-100)*.155)= 28.365 = 28
Expected critical: (((283-100)*.155)/7)= 4.05 = 4
Randomized to 2, 3, or 4.
S2H = 38 damage, one round stun, R1 head wound
S3H = 43 damage, three round stun, R2 head wound
S4H = 48 damage, six round stun, R2 head wound.
Again, it's no contest which weapon I would use.
>So what its showing is that melee weapons are too good when thrown?
No, it's showing that thrown weapons other than the javelin are terrible. Nets have the distinct honor of being the absolute worst. While they have the unbalance critical table they have almost 0 shot of ever getting a significant critical. Gemstone has a long history of keeping trap options around in the name of "tradition". I think it's time that tradition was finally buried.
Tep
I hurled with off the shelf equipment for years. "Fiddling" with the AvD and DF numbers would be of great value both TP wise and in general combat efficiency.
>So what's the point of making a comparison between thrown and melee that assumes the same DS? At cap there is potentially something like 250 in parry DS. What are the rolls needed to cause a rank 5 wound when the thrown weapon is being used against a DS thats 250 lower? That seems like a more reasonable comparison than rank 1 with the same DS, which is the way to compare ambush from hiding weapons with one another.
I intentionally picked rank 1 since nothing significant happens before that. Once you start factoring in critical randomization, etc, it gets a little more fuzzy. But hey, let's look at some real world examples that I generated just a few minutes ago. Our hurler in the equation is a level 68 warrior throwing a handaxe who is fully trained in all relevant skills (CM, perception, edged, hurling). I'll include both the melee DS and the hurled DS, since you were making a point.
You see a fairly typical lesser minotaur.
He appears to be in good shape.
He has some rough dark grey brigandine armor (worn) and a curved silvery white greataxe.
The lesser minotaur is medium in size, about seven feet high in his current state, appears to be of very hardy constitution, is in an offensive stance, and is in relatively good shape.
You might be able to take on the lesser minotaur, but with some risk to your health.
You swing a vultite crescent axe at a lesser minotaur!
AS: +433 vs DS: +263 with AvD: +32 + d100 roll: +45 = +247
... and hit for 48 points of damage!
Large gash to the left arm, several muscles torn.
The lesser minotaur is stunned!
With a quick flick of your wrist, you deftly send an austere vultite crescent axe into flight.
You throw a vultite crescent axe at a lesser minotaur!
AS: +418 vs DS: +259 with AvD: +32 + d100 roll: +58 = +249
... and hit for 50 points of damage!
Hearty smack to the head.
The lesser minotaur is stunned!
The max critical of this throw is 5, but with randomization and the apparent padding of minotaurs it moves down to a 2. Let's look at what the results would be if we had a quoit (0.155 DF against scale, +24 AvD against brig) with equal stats. I'm going to assume that the minotaur has 10 points of padding and will use the crush table against the head.
AS: +418 vs DS: +259 with AvD: +24 + d100 roll: +58 = +241
Raw damage ((241-100)*.155))= 21.85 = 21
Expected critial (((249-100)*.155-10)/7)= 1.87 = 1 (Blow to the head causes the [target]'s ears to ring! 5 bonus damage)
For a grand total of 26 damage. Almost half of what the handaxe did with no stun.
Let's look at best case scenarios, with no setup, now and assumed I rolled 100 on my d100 roll. We'll still be working with critical tables on the head.
Handaxe: AS: +418 vs DS: +259 with AvD: +32 + d100 roll: +100 = +291
Raw damage ((291-100)*.270)= 51.57 = 51
Expected critical (((291-100)*.270-10)/7)= 5.93 = 5
With randomization it could be 3,4, or 5. Since handaxes can do crush or slash I'll do both.
Crush
3 15 You broke the [target]'s nose! S4 R2
4 20 Skull cracks in several places. S8 R3
5 25 Solid strike caves the [target]'s skull in,resulting in instant death! F R3
Possible total damage outcomes: 66 (rank 2 head wound, four round stun), 71 ( rank 3 head wound, eight round stun), 76 ( fatal)
Slash
3 15 Blow to head! S3 R2
4 20 Quick flick of the wrist! The [target] is slashed across its forehead! S6 R2
5 25 Hard blow to the [target's] ear! Deep gash and a terrible headache! S8 R3
Possible total damage outcomes: 66 (rank 2 head wound, three round stun), 71 (rank 2 head wound, six round stun), 76 (rank 3 head wound, eight round stun)
Quoit: AS: +418 vs DS: +259 with AvD: +24 + d100 roll: +100 = +283
Raw damage: ((283-100)*.155)= 28.365 = 28
Expected critical: (((283-100)*.155-10)/7)= 2.62 = 2
With randomization 1 or 2. Quoits only slash.
1 5 Quick slash catches the [target]'s cheek! Dimples are always nice. none R1
2 10 Blade slashes across the [target]'s face! Nice nose job. S1 R1
Possible total damage outcomes: 33 ( rank 1 head wound), 38 ( rank 1 head wound, one round stun).
There is no question which weapon is better here against our friend the minotaur. I'll throw up a quick tofu monster with no padding and see if it holds out.
Handaxe: AS: +418 vs DS: +259 with AvD: +32 + d100 roll: +100 = +291
Raw damage ((291-100)*.270)= 51.57 = 51
Expected critical (((291-100)*.270)/7)= 7.36 = 7
Randomized to 4, 5, 6, or 7. Five of the eight total possible outcomes are fatal. Here's the ones that aren't.
C4H = 71 damage, eight round stun, R3 head wound
S4H = 71 damage, six round stun, R2 head wound
S5H = 76 damage, eight round stun, R3 head wound.
Quoit: AS: +418 vs DS: +259 with AvD: +24 + d100 roll: +100 = +283
Raw damage: ((283-100)*.155)= 28.365 = 28
Expected critical: (((283-100)*.155)/7)= 4.05 = 4
Randomized to 2, 3, or 4.
S2H = 38 damage, one round stun, R1 head wound
S3H = 43 damage, three round stun, R2 head wound
S4H = 48 damage, six round stun, R2 head wound.
Again, it's no contest which weapon I would use.
>So what its showing is that melee weapons are too good when thrown?
No, it's showing that thrown weapons other than the javelin are terrible. Nets have the distinct honor of being the absolute worst. While they have the unbalance critical table they have almost 0 shot of ever getting a significant critical. Gemstone has a long history of keeping trap options around in the name of "tradition". I think it's time that tradition was finally buried.
Tep
ARCHIGEEK
Re: Intended?
03/12/2012 04:32 PM CDT
Changing hurling to a cman is a horrible idea. The last thing I need is to have to type "cman xxxx" in front of every single hurling attack, and probably use up stamina too in the process. We do not need to further complicate the process, we need to simplify it. If you want to change a mechanic, change
The DF's for the hurling weapons are woefully anemic. Bumping those up to where they can actually do damage worth bothering with would go a long way towards fixing one problem.
As for nets, I've long lobbied for a change to the crit table for entanglement. If nets actually entangled on a regular basis, their secondary damage might be acceptable. This would require a redo of the entanglement table, taking away the damage end replacing it with results involving tangled feet, arms, tripping, binding, etc, as the NORM, not an exception akin to a flare. Bolas should work the same way.
Kerl
The DF's for the hurling weapons are woefully anemic. Bumping those up to where they can actually do damage worth bothering with would go a long way towards fixing one problem.
As for nets, I've long lobbied for a change to the crit table for entanglement. If nets actually entangled on a regular basis, their secondary damage might be acceptable. This would require a redo of the entanglement table, taking away the damage end replacing it with results involving tangled feet, arms, tripping, binding, etc, as the NORM, not an exception akin to a flare. Bolas should work the same way.
Kerl
ISMANO
Re: Intended?
03/12/2012 04:46 PM CDT
>I don't think the actual rolls to do significant damage are anything like as badly skewed against thrown as people are making out.
RATHBONER
Opinions are nice. What facts and data points are you using to base this thought on?
Tep has provided data for his points, can you do the same?
-farmer
RATHBONER
Opinions are nice. What facts and data points are you using to base this thought on?
Tep has provided data for his points, can you do the same?
-farmer
ARCHIGEEK
Re: Intended?
03/12/2012 05:18 PM CDT
<<Changing hurling to a cman is a horrible idea. The last thing I need is to have to type "cman xxxx" in front of every single hurling attack, and probably use up stamina too in the process. We do not need to further complicate the process, we need to simplify it. If you want to change a mechanic, change... -Me, spacing out 3 posts ago>>
To complete that thought: If you want to change a mechanic, change the "lost in the environs" mechanic. While this may add some level of realism, it's too much of a pain in the rear. We need to say good bye to that one. Basically it's the other half of what turns most people off of hurling.
Kerl
To complete that thought: If you want to change a mechanic, change the "lost in the environs" mechanic. While this may add some level of realism, it's too much of a pain in the rear. We need to say good bye to that one. Basically it's the other half of what turns most people off of hurling.
Kerl
SPYRIDONM1
Re: Intended?
03/12/2012 05:28 PM CDT
>This is by no means a promise or indication of anything, I'd just like to know what issues players currently see because it's of great interest to me.
>Gamemaster Konacon
>Squares Team
Throwing Net vs plate (Armor Group 5) DF .010:
A 249 endroll = 1 HP damage ((249 - 100) * .010)
Minimum endroll required to achieve a rank 1 crit: 1150 (100 + (10.5/.010)
Minimum endroll required to achieve a rank 9 crit: 9950 (100 + (98.5/.010)
Mark
>Gamemaster Konacon
>Squares Team
Throwing Net vs plate (Armor Group 5) DF .010:
A 249 endroll = 1 HP damage ((249 - 100) * .010)
Minimum endroll required to achieve a rank 1 crit: 1150 (100 + (10.5/.010)
Minimum endroll required to achieve a rank 9 crit: 9950 (100 + (98.5/.010)
Mark
PEREGRINEFALCON
Re: Intended?
03/12/2012 05:38 PM CDT
Throwing Net vs plate (Armor Group 5) DF .010:
A 249 endroll = 1 HP damage ((249 - 100) * .010)
Minimum endroll required to achieve a rank 1 crit: 1150 (100 + (10.5/.010)
Minimum endroll required to achieve a rank 9 crit: 9950 (100 + (98.5/.010)
I think the above accurately reflects the effectiveness of hunting with a net if the expected outcome is 'damage'. I really liked the suggestion with respect to changing the crits to entangle based vs damage based however.
I would lobby to have Throwing Net removed entirely as a standard weapon class and would instead look to create it as a disabler tool through some other system.
-- Robert
Much to your horror, a devastating inferno of flaming rocks ignite the entire sky and smite the area!
A 249 endroll = 1 HP damage ((249 - 100) * .010)
Minimum endroll required to achieve a rank 1 crit: 1150 (100 + (10.5/.010)
Minimum endroll required to achieve a rank 9 crit: 9950 (100 + (98.5/.010)
I think the above accurately reflects the effectiveness of hunting with a net if the expected outcome is 'damage'. I really liked the suggestion with respect to changing the crits to entangle based vs damage based however.
I would lobby to have Throwing Net removed entirely as a standard weapon class and would instead look to create it as a disabler tool through some other system.
-- Robert
Much to your horror, a devastating inferno of flaming rocks ignite the entire sky and smite the area!
GS4-KONACON
Re: Intended?
03/12/2012 05:50 PM CDT
This has been a really helpful thread so far, and I hope it keeps moving in the same fashion. However, I'm starting to see a few tempers rising, so let me jump in and say something real quick.
First off, when I said I wanted people's opinions/thoughts/suggestions, that was exactly what I was asking for. I am FAR more interested in what people have to offer than the ways in which they can put another person's ideas down. Keeping that in mind, if we keep this POSITIVE then the thread won't have to get closed and I won't have to be sad.
Given that, let's all do what we can to keep things constructive here. There's no reason to bash people for throwing out their ideas whether you think it's the worst thing you've ever heard in your life or not. -IF- you feel like you need to point out it's flaws, do so in a manner which might allow the person to make some changes in an attempt to make it better.
The people coming who are willing to add their voice to this thread care about the topic, just like you. Try to keep that in mind even if your opinions differ. Whether anything could come out of this conversation or not, I guarantee you that nothing will come out of a thread that gets closed because people get temperamental.
Gamemaster Konacon
Squares Team
First off, when I said I wanted people's opinions/thoughts/suggestions, that was exactly what I was asking for. I am FAR more interested in what people have to offer than the ways in which they can put another person's ideas down. Keeping that in mind, if we keep this POSITIVE then the thread won't have to get closed and I won't have to be sad.
Given that, let's all do what we can to keep things constructive here. There's no reason to bash people for throwing out their ideas whether you think it's the worst thing you've ever heard in your life or not. -IF- you feel like you need to point out it's flaws, do so in a manner which might allow the person to make some changes in an attempt to make it better.
The people coming who are willing to add their voice to this thread care about the topic, just like you. Try to keep that in mind even if your opinions differ. Whether anything could come out of this conversation or not, I guarantee you that nothing will come out of a thread that gets closed because people get temperamental.
Gamemaster Konacon
Squares Team
KITHUS
Re: Intended?
03/12/2012 10:04 PM CDT
So while everyone is throwing out numbers, how effective is a bola?
Keith/Brinret
Five Jewish men who influenced the history of Wester Civilization:
Moses said the law is everything.
Jesus said love is everything.
Marx said capital is everything.
Freud said sex is everything.
Einstein said everything is relative.
Keith/Brinret
Five Jewish men who influenced the history of Wester Civilization:
Moses said the law is everything.
Jesus said love is everything.
Marx said capital is everything.
Freud said sex is everything.
Einstein said everything is relative.
TEP2
Re: Intended?
03/12/2012 10:25 PM CDT
I'm too lazy for another table, so here's the rank 1 thresholds by armor group starting with skin. 224, 237, 265, 276, 364. It's pretty bad.
Tep
Tep
ARCHIGEEK
Re: Intended?
03/12/2012 10:52 PM CDT
But, you get to yell "meat for the churrasco!" before you throw it! And where goucho pants.
Kerl
Kerl
ARCHIGEEK
Re: Intended?
03/12/2012 11:59 PM CDT
And as if to prove a point, I just lost my skinning knife to the environs. Boo. Accidentally hurled it instead of my axe and rather than grab it first thing, I was battling a couple of liches. Forgotten in the heat of combat, never to be seen again.
Kerl
Kerl
BHTM
Re: Intended?
03/13/2012 12:23 AM CDT
Please stop helping to spread that misconception of hurling. It is categorically impossible to lose a hurling weapon to the environs. If you walk off without searching it out, that's user error. Hurled weapons do not disappear into the ether the way arrows sometimes do.
-Richard/Fjalar.
-Richard/Fjalar.
ARCHIGEEK
Re: Intended?
03/13/2012 01:40 AM CDT
The fact that it's possible means it will happen. They get lost, you don't see them, and sometimes you're left with a choice to leave or to sit there in RT searching for it, risking death. The problems with hurling might possibly all stem from this simple premise:
When hurling was originally designed, the designers went for a realistic look and feel, including doing their best to simulate distance by allowing things to go sailing off and being too far away for you to reach, burried in the environs, critters can pick them up, etc. That all makes sense. Trouble is, little else in GS goes to that length to find realism: we have no breakage, rarely get disarmed, and hold onto things with a death grip when we die. Our corpses usually don't get looted by our foes, and we can even get resurected!
It makes sense that you can't get the same force behind a thrown dart as a stabbing one, (different DF's), and that you're probably going to lose some darts. But in Gemstone, "makes sense" doesn't always make sense.
Kerl
When hurling was originally designed, the designers went for a realistic look and feel, including doing their best to simulate distance by allowing things to go sailing off and being too far away for you to reach, burried in the environs, critters can pick them up, etc. That all makes sense. Trouble is, little else in GS goes to that length to find realism: we have no breakage, rarely get disarmed, and hold onto things with a death grip when we die. Our corpses usually don't get looted by our foes, and we can even get resurected!
It makes sense that you can't get the same force behind a thrown dart as a stabbing one, (different DF's), and that you're probably going to lose some darts. But in Gemstone, "makes sense" doesn't always make sense.
Kerl
RATHBONER
Re: Intended?
03/13/2012 11:10 AM CDT
>Changing hurling to a cman is a horrible idea. The last thing I need is to have to type "cman xxxx" in front of every single hurling attack, and probably use up stamina too in the process. We do not need to further complicate the process, we need to simplify it.
The proposal I made wouldn't require any typing. It would require just one command issued by one click to manage what requires several commands at present and can only be got with a single click by macroing a script. Far from being a complication, it would be a simplification. It would be simpler than using a bow, and much, much simpler than using a crossbow. Outside of combat it would require the same sort of upkeep that ranged or armor specialisation does, but in combat it would be no more difficult to use than any other warrior attack mode.
It wouldn't cost Kerl stamina, because Kerl could keep using your toys with the old style hurling. If you wanted to hurl a smooth stone, you would have to invest some CMan points and stamina in it, but so you should, because you would be getting the sort of results from it that you get elsewhere with CMan points and stamina. You would just be able to get them via throw rather than via dirtkick or shield bash, and you would do it because setting an opponent up by throwing something at them appealed to your idea of your character.
>As for nets, I've long lobbied for a change to the crit table for entanglement. If nets actually entangled on a regular basis, their secondary damage might be acceptable. This would require a redo of the entanglement table, taking away the damage end replacing it with results involving tangled feet, arms, tripping, binding, etc, as the NORM, not an exception akin to a flare. Bolas should work the same way.
This is exactly the sort of thing which is pretty easy to get a CMan to do and pretty much impossible to do via normal weapon attack mechanics. They have to be able to do damage before they can reference the crit table. If you want crits without damage, it requires CMan not standard weapon attacks.
>The DF's for the hurling weapons are woefully anemic. Bumping those up to where they can actually do damage worth bothering with would go a long way towards fixing one problem.
and it would create another by making them woefully overpowered against critters that depend on parry DS. Hurled weapons at the moment have low DF to compensate for bypassing DS. A capped character can have up to roughly 350 worth of DS that can be bypassed. If a capped critter uses the same sort of mechanics then giving a weapon style the equivalent of several hundred extra on its AvD in some situations is going to mean it has to be wet noodle in other situations. Find a critter with a weakness to thrown, and you could uphunt 50 levels with ease. It would be even worse than ranged.
PEREGRINEFALCON
Re: Intended?
03/13/2012 12:05 PM CDT
Please stop helping to spread that misconception of hurling. It is categorically impossible to lose a hurling weapon to the environs. If you walk off without searching it out, that's user error. Hurled weapons do not disappear into the ether the way arrows sometimes do.
-Richard/Fjalar.
Thanks for this clarification. I have an archer and did get the impression that hurled weapons could be permanently lost, through no error on the part of the hurler, the same way that arrows can sometimes be lost.
-- Robert
-Richard/Fjalar.
Thanks for this clarification. I have an archer and did get the impression that hurled weapons could be permanently lost, through no error on the part of the hurler, the same way that arrows can sometimes be lost.
-- Robert
GS4-KONACON
Re: Intended?
03/13/2012 12:36 PM CDT
There's a lot of things to think about here... I'm really glad people are talking about this. Couple more comments:
Re: Kerl's comment on realism -- I couldn't agree with you more here (Remember that I'm not necessarily making decisions here, this is just my personal opinion). There's a fine line between realism in a game being a good thing vs realism in a game being anti-fun. Which side hurling fits and the 'distance' mechanic fits on is questionable here. Here are some things I think could be done about that:
- Remove it.
- Consider it fine and balanced as is.
- Add positive aspects to the 'distance' mechanic rather than only negatives.
Thoughts?
Re: Parry DS. It would be interesting to see how much of a problem this actually could cause. Sure, a capped character under the BEST circumstances might be able to have 350 points of Parry DS in defensive stance. What about offensive? Neutral? Considering the extremes is good, but considering the more average hunting situation is also worthwhile. Just because in the most perfect of circumstances something could be overpowered, does that mean it has to be terrible in all other circumstances? What do people think?
Gamemaster Konacon
Squares Team
Re: Kerl's comment on realism -- I couldn't agree with you more here (Remember that I'm not necessarily making decisions here, this is just my personal opinion). There's a fine line between realism in a game being a good thing vs realism in a game being anti-fun. Which side hurling fits and the 'distance' mechanic fits on is questionable here. Here are some things I think could be done about that:
- Remove it.
- Consider it fine and balanced as is.
- Add positive aspects to the 'distance' mechanic rather than only negatives.
Thoughts?
Re: Parry DS. It would be interesting to see how much of a problem this actually could cause. Sure, a capped character under the BEST circumstances might be able to have 350 points of Parry DS in defensive stance. What about offensive? Neutral? Considering the extremes is good, but considering the more average hunting situation is also worthwhile. Just because in the most perfect of circumstances something could be overpowered, does that mean it has to be terrible in all other circumstances? What do people think?
Gamemaster Konacon
Squares Team
TEP2
Re: Intended?
03/13/2012 01:20 PM CDT
RATHBONER,
I'm having a lot of trouble understanding your point of view. If you could respond to the following questions and comments it would help me immensely. I am really, really trying to grok the divide.
>RATHBONER: It wouldn't cost Kerl stamina, because Kerl could keep using your toys with the old style hurling. If you wanted to hurl a smooth stone, you would have to invest some CMan points and stamina in it, but so you should, because you would be getting the sort of results from it that you get elsewhere with CMan points and stamina. You would just be able to get them via throw rather than via dirtkick or shield bash, and you would do it because setting an opponent up by throwing something at them appealed to your idea of your character.
Do you play a square or physically inclined semi? If so, at what level? What sort of CMAN choices have you made? Could you feasibly add another choice that would define that character as a hurler without sacrificing efficiency at the current costs? I personally couldn't. Any thrown CMAN that comes out would have to be mind blowingly awesome for me to currently train in. Or the costs across the board for training in CMANS would have to drop.
>ARCHIGEEK: As for nets, I've long lobbied for a change to the crit table for entanglement. If nets actually entangled on a regular basis, their secondary damage might be acceptable. This would require a redo of the entanglement table, taking away the damage end replacing it with results involving tangled feet, arms, tripping, binding, etc, as the NORM, not an exception akin to a flare. Bolas should work the same way.
>RATHBONER: This is exactly the sort of thing which is pretty easy to get a CMan to do and pretty much impossible to do via normal weapon attack mechanics. They have to be able to do damage before they can reference the crit table. If you want crits without damage, it requires CMan not standard weapon attacks.
I actually agree that something like BOLA TRIP or NET ENTANGLE might be better uses of those particular weapons as CMANs for people who like set up maneuvers.
>ARCHIGEEK: The DF's for the hurling weapons are woefully anemic. Bumping those up to where they can actually do damage worth bothering with would go a long way towards fixing one problem.
>RATHBONER: and it would create another by making them woefully overpowered against critters that depend on parry DS. Hurled weapons at the moment have low DF to compensate for bypassing DS. A capped character can have up to roughly 350 worth of DS that can be bypassed. If a capped critter uses the same sort of mechanics then giving a weapon style the equivalent of several hundred extra on its AvD in some situations is going to mean it has to be wet noodle in other situations. Find a critter with a weakness to thrown, and you could uphunt 50 levels with ease. It would be even worse than ranged.
OK. Here is where you and I are having the biggest disconnect.
I showed, in both a real situation (one that I deal with every day) and a theoretical situation, why the DF's for thrown weapons are out of line verse a baseline weapon (OHE). Mark was kind enough to post the requirements of causing ranked criticals with a net. And yet you're still beating the same drum.
Do you find ranged weapon combat out of line mechanically? Bolt Spells? Ambushing? All of these methods of combat have one or more of the following: higher DFs than most thrown weapons, the ability to aim, phantom critical weighting, and DS push downs.
You also keep mentioning capped creatures and the game in general at cap. I am not capped. Most characters are not capped. It's myopic to focus just on cap when that's just one part of the game.
Let's look at the capped game anyways though. If Kerl, or anyone else would be kind enough to give me some shots, I'd be happy to do the same kind of break down I did previously. Here's what I want.
1) A melee swing at a creature in stance offensive.
2) A thrown weapon attack at a creature in stance offensive.
3) The creature should be free of any wounds.
I'd prefer if we could have baseline numbers (no weighting, enhancives, spell boosts, etc), but I'll take what's given. Go ahead and e-mail any clips you want to my play.net.
Tep
I'm having a lot of trouble understanding your point of view. If you could respond to the following questions and comments it would help me immensely. I am really, really trying to grok the divide.
>RATHBONER: It wouldn't cost Kerl stamina, because Kerl could keep using your toys with the old style hurling. If you wanted to hurl a smooth stone, you would have to invest some CMan points and stamina in it, but so you should, because you would be getting the sort of results from it that you get elsewhere with CMan points and stamina. You would just be able to get them via throw rather than via dirtkick or shield bash, and you would do it because setting an opponent up by throwing something at them appealed to your idea of your character.
Do you play a square or physically inclined semi? If so, at what level? What sort of CMAN choices have you made? Could you feasibly add another choice that would define that character as a hurler without sacrificing efficiency at the current costs? I personally couldn't. Any thrown CMAN that comes out would have to be mind blowingly awesome for me to currently train in. Or the costs across the board for training in CMANS would have to drop.
>ARCHIGEEK: As for nets, I've long lobbied for a change to the crit table for entanglement. If nets actually entangled on a regular basis, their secondary damage might be acceptable. This would require a redo of the entanglement table, taking away the damage end replacing it with results involving tangled feet, arms, tripping, binding, etc, as the NORM, not an exception akin to a flare. Bolas should work the same way.
>RATHBONER: This is exactly the sort of thing which is pretty easy to get a CMan to do and pretty much impossible to do via normal weapon attack mechanics. They have to be able to do damage before they can reference the crit table. If you want crits without damage, it requires CMan not standard weapon attacks.
I actually agree that something like BOLA TRIP or NET ENTANGLE might be better uses of those particular weapons as CMANs for people who like set up maneuvers.
>ARCHIGEEK: The DF's for the hurling weapons are woefully anemic. Bumping those up to where they can actually do damage worth bothering with would go a long way towards fixing one problem.
>RATHBONER: and it would create another by making them woefully overpowered against critters that depend on parry DS. Hurled weapons at the moment have low DF to compensate for bypassing DS. A capped character can have up to roughly 350 worth of DS that can be bypassed. If a capped critter uses the same sort of mechanics then giving a weapon style the equivalent of several hundred extra on its AvD in some situations is going to mean it has to be wet noodle in other situations. Find a critter with a weakness to thrown, and you could uphunt 50 levels with ease. It would be even worse than ranged.
OK. Here is where you and I are having the biggest disconnect.
I showed, in both a real situation (one that I deal with every day) and a theoretical situation, why the DF's for thrown weapons are out of line verse a baseline weapon (OHE). Mark was kind enough to post the requirements of causing ranked criticals with a net. And yet you're still beating the same drum.
Do you find ranged weapon combat out of line mechanically? Bolt Spells? Ambushing? All of these methods of combat have one or more of the following: higher DFs than most thrown weapons, the ability to aim, phantom critical weighting, and DS push downs.
You also keep mentioning capped creatures and the game in general at cap. I am not capped. Most characters are not capped. It's myopic to focus just on cap when that's just one part of the game.
Let's look at the capped game anyways though. If Kerl, or anyone else would be kind enough to give me some shots, I'd be happy to do the same kind of break down I did previously. Here's what I want.
1) A melee swing at a creature in stance offensive.
2) A thrown weapon attack at a creature in stance offensive.
3) The creature should be free of any wounds.
I'd prefer if we could have baseline numbers (no weighting, enhancives, spell boosts, etc), but I'll take what's given. Go ahead and e-mail any clips you want to my play.net.
Tep
KITHUS
Re: Intended?
03/13/2012 01:22 PM CDT
The removal of parry DS is a non-issue. Hurling a melee weapon removes parry DS as well but uses far better DFs. The issue isn't melee attacks vs thrown attacks. It's melee weapons, when they are thrown, vs purely thrown base weapons. For example:
Which would you rather throw? The war hammer also features a higher AvD. It comes out ahead even compared to the best thrown base with the minor exception of leather armor:
Javelin | .402 | .304 | .254 | .254 | .102 | +4
Heck a dagger is more menacing than all thrown bases except javelin, which being a lot faster:
Dagger | .250 | .200 | .100 | .125 | .075 | +1
Thrown weapon bases either need a massive increase in DF or realism applied to how they work. A net that hits squarely should entangle, making it a great setup weapon. Darts would need some sort of commonly available poison (and should probably still be as effective as a thrown dagger). Bolas should "entangle flare" on any solid hit. The quoit and discuss just need better DFs either way.
Keith/Brinret
Five Jewish men who influenced the history of Wester Civilization:
Moses said the law is everything.
Jesus said love is everything.
Marx said capital is everything.
Freud said sex is everything.
Einstein said everything is relative.
Weapon | cloth | leather | scale | chain | plate | Base RT |
Bola | .205 | .158 | .107 | .118 | .067 | +5 |
War Hammer .410 | .290 | .250 | .275 | .200 | +4 |
Which would you rather throw? The war hammer also features a higher AvD. It comes out ahead even compared to the best thrown base with the minor exception of leather armor:
Javelin | .402 | .304 | .254 | .254 | .102 | +4
Heck a dagger is more menacing than all thrown bases except javelin, which being a lot faster:
Dagger | .250 | .200 | .100 | .125 | .075 | +1
Thrown weapon bases either need a massive increase in DF or realism applied to how they work. A net that hits squarely should entangle, making it a great setup weapon. Darts would need some sort of commonly available poison (and should probably still be as effective as a thrown dagger). Bolas should "entangle flare" on any solid hit. The quoit and discuss just need better DFs either way.
Keith/Brinret
Five Jewish men who influenced the history of Wester Civilization:
Moses said the law is everything.
Jesus said love is everything.
Marx said capital is everything.
Freud said sex is everything.
Einstein said everything is relative.
TEP2
Re: Intended?
03/13/2012 01:27 PM CDT
>Re: Kerl's comment on realism -- I couldn't agree with you more here (Remember that I'm not necessarily making decisions here, this is just my personal opinion). There's a fine line between realism in a game being a good thing vs realism in a game being anti-fun. Which side hurling fits and the 'distance' mechanic fits on is questionable here. Here are some things I think could be done about that:
>- Remove it.
>- Consider it fine and balanced as is.
>- Add positive aspects to the 'distance' mechanic rather than only negatives.
I'm not sure I understand what you're getting at here. Distance mechanic as in DS? As in weapons out of reach? As in missing the target and flying in to the environs to be searched out?
>Re: Parry DS. It would be interesting to see how much of a problem this actually could cause. Sure, a capped character under the BEST circumstances might be able to have 350 points of Parry DS in defensive stance. What about offensive? Neutral? Considering the extremes is good, but considering the more average hunting situation is also worthwhile. Just because in the most perfect of circumstances something could be overpowered, does that mean it has to be terrible in all other circumstances? What do people think?
It's no worse than archery, bolt spells, or ambushing. I really don't see the issue.
>- Remove it.
>- Consider it fine and balanced as is.
>- Add positive aspects to the 'distance' mechanic rather than only negatives.
I'm not sure I understand what you're getting at here. Distance mechanic as in DS? As in weapons out of reach? As in missing the target and flying in to the environs to be searched out?
>Re: Parry DS. It would be interesting to see how much of a problem this actually could cause. Sure, a capped character under the BEST circumstances might be able to have 350 points of Parry DS in defensive stance. What about offensive? Neutral? Considering the extremes is good, but considering the more average hunting situation is also worthwhile. Just because in the most perfect of circumstances something could be overpowered, does that mean it has to be terrible in all other circumstances? What do people think?
It's no worse than archery, bolt spells, or ambushing. I really don't see the issue.
GS4-KONACON
Re: Intended?
03/13/2012 03:15 PM CDT
>Any thrown CMAN that comes out would have to be mind blowingly awesome for me to currently train in.
What does 'mind blowingly awesome' mean to you in this instance? I'd love more information on this.
>I'm not sure I understand what you're getting at here. Distance mechanic as in DS? As in weapons out of reach? As in missing the target and flying in to the environs to be searched out?
In this particular instance I was referring to the weapons out of reach and environs and such.
Gamemaster Konacon
Squares Team
What does 'mind blowingly awesome' mean to you in this instance? I'd love more information on this.
>I'm not sure I understand what you're getting at here. Distance mechanic as in DS? As in weapons out of reach? As in missing the target and flying in to the environs to be searched out?
In this particular instance I was referring to the weapons out of reach and environs and such.
Gamemaster Konacon
Squares Team