Wednesday, March 29, 2017

QAGS: Why Not Crush?


QAGS weapon design system is simple, elegant, and makes it easy to whip up dangerous weapons for your characters to use. I appreciate for example that guidelines are given for, say, firearm calibers to determine what makes a +2 or a +3 damage. One area that suffers is that of the mace. The mace doesn't get factors such as Pointy/Sharp to give it an extra boost. So, comparing say a medium sized flanged mace to say a sword we get the following damage outputs.

Mace +2 (Medium-sized weapon +2)

Sword +3 (Medium-sized weapon +2, Sharp +1)

So, what can crushing damage give us as a sort of edge versus weapons that outstrip it? Here are some ideas.

-Crushing weapons reduce the effectiveness of rigid armor (full-plate) by 1 point. Thus a DR 4 Plate Mail becomes DR 3.

-Crushing weapons give the user a +2 when trying to bash open something. Such as bashing in the lock to a treasure chest because the Rogue failed their pick locks roll.

-Blunt weapons, such as saps or clubs, can be used effectively to hand out non-lethal damage to targets over swords or knives. Just in case you actually wanted to take someone alive.

-Fragile targets, such as Skeletons, gain +1 DR vs. pointed weapons and take a -1 DR penalty when being hit by blunt weapons.

Of course, you can always slap some spikes on it, call it a morning star, and suddenly you get a +1 bonus damage for it either being pointy or scary.

2 comments:

  1. I'd exempt mail from this rule as mail is decidedly flexible by design, and flanged maces were specifically designed to be effective against plate armor.

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    1. Thank-you Gordon for pointing that out. I've corrected the oversight.

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