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Several reasons spring to mind.
Some PCs don't have the STR/DEX to use certain weapons, so they use similar ones instead. One of my players has a PC with a low DEX who picked up Self Bow not Composite Bow. Some weapons are a lot more expensive than others. Some are heavier than others. Where money is short or ENC is important, these factors come into play. Some weapons are cultural. Lunars use Scimitars, Lunar enemies don't (in Glorantha). Vikings use Axes/Swords/Spears, Roman Legionaries don't use Axes, British Officers in the Zulu Wars wouldn't use a Spear and Shield. Some weapons have religious merit or connotation and may be favoured or not favoured by members of certain cults. So, Humakti use Swords, Babeester Gori use Axes, Thuggees use Garrottes and so on. Some weapons just aren't available. I've never been of the opinion that all weapons should be available everywhere. So, a phased plasma rifle might be in the rulebook, but that doesn't mean you should be able to pick one up anywhere. Similarly, composite bows should only really be available in areas with contact with those cultures that use composite bows. Some weapons are banned. Most Gloranthan cities ban the carrying of long weapons. Imagine walking through modern day London with a sub-machine gun (OK, Los Angeles shouldn't be a problem, though ). If certain weapons were banned, it might slow down their takeup.Some weapons are more suitable for certain situations. A thief, for example, might carry a knife rather than a dagger as it is less conspicuous, doesn't make him look like a killer and can be used to cut bread. Last edited by soltakss; October 20th, 2007 at 20:22. |
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One huge advantage of a sword, especially from an RPG perspective, is that you can sheath it. A spear, mace, axe, etc. really isn't designed to be "holstered", so are more effort to transport and are also much harder to appear nonthreatening with. Quote:
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Last edited by RMS; October 21st, 2007 at 07:46. |
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![]() Obviously, militias use what is cheap and available. (Spears are no easier to use than a sword. However, they are inherently a defensive weapon, so are a natural for nonprofessionals.) Similarly, the bayonet is pretty much just the logical extension of what can physically be done with a rifle, and is the natural extension of pike and musket formations: combining the functions initially. However, the part about spears being chosen because of a lack of other weapons is incorrect. Spears, of one sort or another, have dominated battlefields from the Bronze Age to the advent of the repeating firearm, and for good reason. Even you note that pikes (a spear) are developed (partially at least) to defend against the lance (a spear): so the two dominant weapons of the battlefield are both spears until the point when firearms become powerful enough to marginalize all melee weapons. Quote:
) to cut them down. There is no good weapon once a formation breaks in ancient or medieval warfare.Quote:
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one of the problems with the BRP combat system is lack of reach for weapons. A man with a dagger and another with a pike can fight just fine even though in reality The man with the dagger would have to get around the point of the pike first and if he manage that then the man with the pike would have a hard time sticking him with the pointy end if the dagger man got with in range.
Might add one thing that has in the past determine what weapon I or my players use is what we could start with. I had one character that used a sling as his main ranged weapon because by the time I could afford a longbow I had gotten pretty good with it. I mean if I had 65% with sling changing to a longbow which starts at 5% did not make sense to me. Same would apply to a character that started with an ax or mace, switching weapons and losing 20% skill is not worth it at times. |
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As I understood the concept of Strike Ranks in RQ, it was a representation of weapon reach and wieldability.
Since the game mechanics for combat in almost all RPGs is just an abstract representation rather than a strict simulation, the rules are simple by necessity so that the game doesn't bog down. As a matter of personal taste, you could always create your own combat House Rules for any RPG system. The beauty of BRP is that you could add layers of complexity, and the system still stays robust. If you want a good combat simuation system, look to GURPS. If you want a simple combat system, look to D&D. I think that RQ3 combat mechanics are fairly detailed as written, and do a good job of represtation the basics of combat simuation. |
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The BRP system where reach rules are present is Stormbringer 5. Parry and Dodge are interchangable within the round, and if fighting a spear-wielding opponent you first dodge to close. The spearman then must drop the spear, or dodge to open up the distance again. This is also one of the factors that make use of the +100% skills in the game...
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Not from where I sit.
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(This is primarily an issue with longswords; shortswords seem to get much more complicated in this area, though they still tend to lean one way or another). |
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