Weighting concerns in 3 parts 01/19/2022 09:12 AM CST
I stand by my earlier observation that claidhmores are too powerful against the undead damage resistance. I like the concept with the new system, but at least there was a trade-off before.

Speaking of weighting, what can be done for damage weighting? This seems like the ugly stepchild of WPS. Even damage padding has more utility than damage weighting. Without tipping the balance too much, maybe damage weighting could contribute to maneuvers in ways that crit weighting doesn't.

Also, whatever happened to adding crit weighting to ranged weapons? I remember this being discussed when ranged weapons were updated, for parity with other weapon types. I see hand crossbows with this, but how about adding it to a long bow or a heavy crossbow? The smithy still won't allow it, last I checked. It would be useful for unaimed combat, in theory.
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Re: Weighting concerns in 3 parts 01/19/2022 09:53 AM CST
Perhaps if damage weighting were tweaked slightly upwards versus crit weighting?

Both of them are currently, what, "half+random" (if you are over Heavy)?
Maybe have crit go down a little ("third + random"?)...
...and damage go up a little ("two thirds + random"?), as a starting offer?
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