[PnP] noob questions part V - bride of son of uncle of noob questions...
Scott Adams
longshot at darktech.org
Tue Nov 13 21:18:54 CET 2007
At 06:34 AM 11/13/07, you wrote:
>Hiya.
>
> Ahhh...I see now. :) Whups!
>
> Honestly, I run it on a "does this make sense at this particular
>moment" method. I tell my players each time we start a campaign: A
>weapon/armor/item will break only if it strikes/is hit by something that
>could likely break it.
>
> What that means is that if you have a Battle Axe, and you strike at a
>tree, and do 40damage...your Battle Axe does NOT break. Why? Common
>sense. An axe is meant to cut into wood, and the wood is going to give
>way to the steal of the axe every time. Now, if that same swing
>connected with an ogres thigh, the Battle Axe would also NOT break. Why?
>It's a nice, meaty thigh; even softer than wood. Next, the same hit
>connects with a knight in full plate...and the result is; the BA breaks,
>and the armor takes a lot of damage.
>
> Yes, it is a bit 'fast and loose', but it keeps weapons and armor
>around longer....and if I came up with some detailed formula to
>calculate item material damage vs. item material damage, it would slow
>the game waaaaay down and I'd just end up 'using common sense' anyway. :)
>
>Paul L. Ming
Good way to go. But all above can still damage a weapon and break it. Its not the point of impact that suddenly breaks a weapon. Its the
effects of cumulative damage. A Axe after1000 cuts of trees or 500 redwood sized trees gets dull and minute cracks in its structure which cna add up to break a blade even one that slices through wood like a hand does through air. So in an axe is the damage and cracks built up over time that kills a blade not usually one strike. So this is why there is a the FV reduction.
.
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