Weapon Damage

From Kronopolis and the Flat Plane
Revision as of 05:14, 20 March 2024 by Wioum (talk | contribs)

The damage a melee-weapon can do is dependent on several factors.

High

Quality
Type
Great Two-Handed One-Handed Light
Simple D10 D10 D6 D4
Martial D12 D12 D8 D6
Exotic Exotic weapons are rare and all have specific stats

Medium

Quality
Type
Great Two-Handed One-Handed Light
Simple D8 D8 D4 D2
Martial D10 D10 D6 D4
Exotic Exotic weapons are rare and all have specific stats

Low

Quality
Type
Great Two-Handed One-Handed Light
Simple D6 D6 D2 1
Martial D8 D8 D4 D2
Exotic Exotic weapons are rare and all have specific stats

Armor Penetration

The five different physical damage types have a varying degree of effectiveness against armor, each having an armor penetration value from 0 to 3. Slashing is the least effective against armor but great against flesh, like a sabre wielded against lightly armored or unarmored foes is almost useless against heavily armored ones. Bludgeoning however is the most effective against armor, like a warhammer wielded against a plated knight. It will however be less useful against an unarmored foe.

Damage Type Armor
Penetration
Slashing 0
Cleaving 1
Piercing 1
Splitting 2
Bludgeoning 3
Armor Penetration Calculations

Armor penetration ignores the AL calculated from your AL bonus from armor.

For example, if a creature has an Armor Level (AL) of 15, with a Dexterity modifier equal to 3 and an AL bonus from armor equal to 2, a bludgeoning weapon, which has an armor penetration of 3, will reduce the effective Armor Level down to 13 when determining a hit from an attack.

Noting ALs On Your Sheet

An easy way to keep track of your ALs during combat is to write down your base AL, your AL with the added Dexterity modifier and your AL with Dexterity and armor.

With the example described above, it could look something like this:

  • Base AL: 10
  • Base + Dexterity AL: 13
  • Base + Dexterity + Armor AL: 15