Author Topic: Weapon Selection and Fumble Ranges  (Read 931 times)

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Offline Sable Wyvern

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Weapon Selection and Fumble Ranges
« on: July 22, 2017, 07:19:45 PM »
I did most of my RM gaming in my teens through to my mid-twenties, and never really analysed the system in any great detail. Having been putting together my ideal RM recently, that has changed, and I'm looking at a lot of things more closely than I have in the past.

One of the things I've noticed is that there is a general trend with the default weapon tables (I haven't looked at the variant weapons) that better weapons have higher fumble ranges. This goes some way to making choices more meaningful -- there's more than just style points to be gained from selecting a weapon that has a lower damage output.

There are a few places where this progression is not the case:

Broadsword vs Scimitar. The broadsword has a slightly better damage and a smaller fumble range than the scimitar.

Club, Bola, Sling: High fumble for their damage output. I'm ok with all these. The club and the sling have the benefits of being cheap and easy to acquire, and the sling and bola are both obviously complex weapons to master.

Falchion: Sits correctly in the sequence, but the +1 fumble over the scimitar or hand axe (or, adjusted broadsword) isn't much of a consideration given the big jump in output.

Morning Star: Also sits correctly in the sequence, but too high for the very small jump in output over the falchion.

War Mattock and Flail: These are equivalent in overall output to the battle axe and two-handed sword, just biased towards the heavy armour side of the scale. The flail's fumble range is too high to justify it's use -- its benefit over the the 2-hander or battle axe is vs heavy armour, and if that's an important consideration you're going to be better off with the mattock.

Short bow and composite bow: these have identical fumble ranges, although the short bow does have a slightly better reload time/fast reload penalty.

As it turns out, it was reasonably easy to tweak a few numbers and get some reasonable fumble progressions that reflect weapon effectiveness. This isn't necessarily realistic, but it's certainly no less realistic than the existing numbers, and I like being able to offer my players something if they don't want to just pick the biggest, nastiest weapon.

My adjusted values are as follows:

1-H Edged
01 Dagger
02 Short Sword
03 Scimitar
04 Broadsword, Hand Axe
06 Falchion

1-H Concussion
02 Mace
04 War Hammer, Club
07 Morning Star

2-Hand Weapons
03 Quarterstaff
05 Two-Handed Sword, Battle Axe
06 Flail, War Mattock

Pole Arms
04 Javelin
05 Spear
06 Pole Arm
07 Lance

Missile Weapons
03 Short Bow
04 Composite Bow, Light Crossbow
05 Longbow, Heavy Crossbow
06 Sling
07 Bola

The rapier, whip and main gauche are missing from the list, as they're not going to be in use in my upcoming game.

Offline Druss_the_Legend

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Re: Weapon Selection and Fumble Ranges
« Reply #1 on: July 24, 2017, 07:29:37 AM »
interesting breakdown.
im now foregoing weapons tables altogether in favour of the super fast combat system [RMCIII]

Keep in mind that I play online on roll20 and we commonly have battles with 10+combatants. referring to weapons tables slowed combat resolution considerably therefore a faster system was required in my campaign. 

iv further adapted this system to have 3 levels of mastery with graduated damage (lvl1=ranks1-10, level2=ranks11-20, level3=ranks21-30)

Weapon Damage Dice (Skill Rank 1-10/Skill Rank 11-20/Skill Rank 21-30)
Dagger 3d8/3d10/3d12
Falchion 4d12/4d12+1d10/4d12+2d10
Hand Axe 3d10+1d8/4d10+1d8/4d10+2d8
Rapier 1d20+2d8/1d20+2d10/1d20+2d12
Scimitar 2d10+2d12/4d12/5d12
Broadsword 2d10+2d12/4d12/5d12
Shortsword 2d20+1d8/2d20+1d10/2d20+1d12
Bare Fist 1d20
Club 1d12+2d8/1d12+3d8/1d12+4d8
Mace 4d8+1d6/5d8+1d6/6d8
Morning Star 4d12+1d8/4d12+1d10/5d12+1d10
Warhammer 2d12+2d8/2d12+3d8/2d12+4d8
Whip 2d12+1d10/3d12/2d12+2d10
Bola 3d8/4d8/5d8
Composite Bow 2d10+2d8/2d10+3d8/3d10+3d8
Heavy Crossbow 2d12+3d10/3d12+2d10/3d12+3d10
Light Crossbow 1d10+4d8/2d10+3d8/2d10+4d8
Longbow 4d10/4d10+1d8/4d10+2d8
Shortbow 4d8/2d10+2d8/3d10+2d8
Sling 4d8/4d8+1d6/5d8+1d6
Battleaxe 4d12+2d10/5d12+2d10/6d12+2d10
Flail 4d12+2d10/4d12+3d10/4d12+4d10
War Mattock 2d12+4d10/2d12+5d10/2d12+6d10
Quarterstaff 1d20+3d10/1d20+3d12/1d20+4d12
2 Handed Sword 6d12/7d12/8d12
Javelin 1d12+3d10/2d12+2d10/1d12+4d10
Lance 2d20+4d10/2d20+4d12/2d20+5d12
Polearm 6d10/7d10/8d10
Spear 1d20+3d8/1d20+4d8/1d20+4d10
MA Strikes 4d8/5d8/6d8
MA Sweeps 5d4/5d6/6d6

In this system Armour Type is subtracted from total damage done.

In addition higher skill ranks allow weapon abilities to be developed.

These weapon abilities can only be gained at full level up. When the prerequisite skill rank is reached the player may choose one ability for their weapon/weapon type.

Skill Rank requirements are: 12, 15, 18, 21, 24, 27, 30.

One Handed Edged
1. Reduce fumble range by one.
2. Reverse Strike (+20 OB to attacks versus opponents behind you, enemy attacks from behind gain no rear attack bonus)
3. Shield Bash (Must have a shield, one free additional Medium Bash attack, OB is equal to DB of shield plus stat mod, can develop extra ranks as a skill at next level up)
4. Weapon Brawling (one free additional MA Striking Rank One attack, use half skill rank bonus with the mastery weapon or MA skill whichever us highest as OB, can develop extra skill ranks as a skill at next level up)
5. Reposte. (Rapier only). When you full parry you can attempt a reposte attack in the same round, after defending. Make a reposte static action, using half your rapier skill rank bonus + Qu/Ag stat. If you succeed you can make an attack using 50% of your offensive bonus with the rapier.
6. Disarm. +20 to disarm action (single opponent only). At next level up can develop multiple disarming skill at half skill rank bonus. This allows two opponents to be disarmed or disarming of two weapons used by a single opponent. Treat skill rank level as 2x skill rank vs enemy level.
7. Adrenal Speed Mastery. May use adrenal move speed with zero rounds of preparation. This ability can be used every third round at skill rank 18, every second round at skill rank 24 and every round at skill rank 30. [Must have QU stat of 95 or higher]

One-Handed Crushing
1. Reduce fumble range by one.
2. Shield Breaker. Versus opponents with a shield, if the Thunderous Strike misses by the DB range of the shield bonus the defender must make a check to see if the shield is dropped (treat as a disarming attack made on the shield) and then check for shield breakage.
3. Shield Bash (Must have a shield, one free additional Medium Bash attack, OB is equal to DB of shield plus stat mod, can develop extra ranks as a skill at next level up)
4. Weapon Brawling (one free additional MA Striking Rank One attack), use half skill rank bonus with the mastery weapon or MA skill whichever us highest as OB, can develop extra skill ranks as a skill at next level up (morning star only)
5. Shattering Blow. Your attacks ignore the damage reduction of armour.
6. Adrenal Strength Mastery. May use adrenal move strength with zero rounds of preparation. This ability can be used every third round at skill rank 18, every second round at skill rank 24 and every round at skill rank 30.
7. Crushing Blow. When you attack with your full OB, the chances of delivering a critical are increased by 1% for ever two skill ranks you have in this weapon. When a critical is delivered you gain advantage on the critical roll.
8. Adrenal Strength Mastery. May use adrenal move strength with zero rounds of preparation. This ability can be used every third round at skill rank 18, every second round at skill rank 24 and every round at skill rank 30. [Must have STR stat of 95 or higher]

Bows
1. Reduce fumble range by one.
2. Increase bow range by 25% (composite bow or longbow only)
3. Double Shot. Make two attacks versus two different opponents. Both targets must be within 45 degree arc of the archers field of vision. Each attack has -25. (short bow or composite bow only). A single target can be fired upon with no modifier for first shot and -25 for the second shot.
4. Reduce reload time by one round (crossbow and heavy crossbow only)
5. Precision Shot. Add +15 to your attack for each round spent preparing. Maximum bonus of +45 (3 rounds). This modifier replaces any flank or rear attack modifier that would normally be gained for the attack. If a critical occurs from a Precision Shot, add the skill rank of the bow to the critical roll.
6. Adrenal Speed Mastery. May use adrenal move strength with zero rounds of preparation. This ability can be used every third round at skill rank 18, every second round at skill rank 24 and every round at skill rank 30. [Must have Qu stat of 95 or higher]
7. Disarming Shot. You may target an opponents weapon arm/hand. Treat the disarming skill as half this weapons skill rank. If the disarming shot hits, the target must make an RR using target level versus the skill rank of the bow. If the target fails their RR they are automatically stunned for 1 round. Add one round of stun at skill ranks 15, 20, 25 and 30.

Pole Arms
1. Reduce fumble range by one.
2. Dual Attack. If your first attack hits you may attempt a dual attack. Make a dual attack static action, using half your pole arm skill rank bonus + St/Ag stat. If you succeed you can make an extra attack versus the same opponent using 50% of your offensive bonus.
3. Disarm. +20 to disarm action (single opponent only). At next level up can develop multiple disarming skill at half skill rank bonus. This allows two opponents to be disarmed or disarming of two weapons used by a single opponent. Treat skill rank level as 2x skill rank vs enemy level.
4. Double Parry. When you parry you can apply the DB to two separate attacks. Your natural DB from Qu stat is still halved.
5. Unbalancing Strike. When you attack with your full OB, the chances of delivering a critical are increased by 1% for ever two skill ranks you have in this weapon.
6. Shattering Blow. Your attacks ignore the damage reduction of armour.
7. Adrenal Strength Mastery. May use adrenal move strength with zero rounds of preparation. This ability can be used every third round at skill rank 18, every second round at skill rank 24 and every round at skill rank 30. [Must have STR stat of 95 or higher]

Two Handed
1. Reduce fumble range by one
2. Reverse Strike (+20 OB to attacks versus opponents behind you), enemy attacks from behind gain no rear attack bonus (Two handed sword and battle-axe only)
3. Weapon Brawling (one free additional MA Rank Two attack), use half skill rank bonus with the mastery weapon or MA skill whichever is highest as OB, can develop extra skill ranks as a skill at next level up. (Flail uses Sweeps & Throws, all other two handed weapons use Striking)
4. Disarm. +20 to disarm action (single opponent only). At next level up can develop multiple disarming skill at half skill rank bonus. This allows two opponents to be disarmed or disarming of two weapons used by a single opponent. Treat skill rank level as 2x skill rank vs enemy level.
5. Shattering Blow. Your attacks ignore the damage reduction of armour.
6. Adrenal Speed Strength. May use adrenal move speed with zero rounds of preparation. This ability can be used every third round at skill rank 18, every second round at skill rank 24 and every round at skill rank 30.
7. Unbalancing Strike. When you attack with your full OB, the chances of delivering a critical are increased by 1% for ever two skill ranks you have in this weapon. When a critical is delivered you gain advantage on the critical roll.
8. Adrenal Strength Mastery. May use adrenal move strength with zero rounds of preparation. This ability can be used every third round at skill rank 18, every second round at skill rank 24 and every round at skill rank 30. [Must have STR stat of 95 or higher]

Thrown
1. Reduce fumble range by one.
2. Increase thrown range by 25%
3. Double Attack. (Dagger sized weapon or smaller only). Make two thrown attacks versus same opponent (0/-25 for same opponent) or (-25/-25) versus two different opponents.
4. Triple Attack. (Dagger sized weapon or smaller only, prerequisite is Double Attack ability previously selected). Make three thrown attacks versus the same opponent or different opponents. Each attack is at -25/-35/-45 versus three opponents or -0/-25/-25 versus single opponent.
5. Reduce range penalty by 10 for medium and long ranges.
6. Disarming Shot. You may target an opponents weapon arm/hand. Treat the disarming skill as half this weapons skill rank. If the disarming shot hits, the target must make an RR using target level versus the skill rank of the thrown weapon. If the target fails their RR they are automatically stunned for 1 round. Add one round of stun at skill ranks 15, 20, 25 and 30.
7. Deadly Aim. Your attacks ignore the damage reduction of armour.