I just came across
this thread. Interesting read. I think it makes it clear why critical hits work the way they do in AHQ. Don’t miss the link to the video in the last post!
RECIVS wrote:As I said, your changes do make some weapons more customizable in the game. It’s just that I'd follow Slev's cleaving approach instead, as it allows for further customization of the weapons and more variety of combat, retaining the original AHQ mechanics. I don’t see the downside in that approach.
From Slev's work, I was under the impression that the goal was to make weapons in AHQ more varied according to their own characteristics and not at the expense of changing critical hits or halving toughness or whatever.
Also, just to clarify so that everyone knows what I’m talking about here. Let’s take halberds, swords, axes, two-handed swords, and great axes as examples to illustrate my point:
In AHQ:
Halberds: C 11+/F 1-2/Reach R/Damage Band D (
Damage for short, see my bestiary)/Brutal Damage 12
Swords: C 12/F 1/Reach M/Damage D/Brutal Damage 12
Axes: C 12/F 1/Reach M/Damage D/Brutal Damage 12
Two-Handed Swords: C 11+/F 1-2/Reach R/Damage E/Brutal Damage 12
Great Axes: C 11+/F 1-2/Reach R/Damage E/Brutal Damage 12
I agree with you that more variety is needed in the vanilla game.Now, Slev’s approach proposes the following to fix the issue:
Halberds: C 11+/F 1-2/Reach R/Damage D/Brutal Damage 12
Swords: C 12/F 1/Reach M/Damage D/Brutal Damage 12
Axes: C 12/F 1/Reach M/Damage D/Brutal Damage 11+
Two-Handed Swords: C 11+/F 1-2/Reach M/Damage E/Brutal Damage 11+ (or C 10+ instead of BD 11+)
Great Axes: C 11+/F 1-2/Reach M/Damage E/Brutal Damage 11+
We can see that cleaving comes into play, which clearly allows for more customization without changing how critical hits work in the game. Cleaving is an ability found in the original AHQ content, by the way. Slev took good advantage of the game system's possibilities here, expanding its potential even further, which is what I'm talking about!Let’s now take a look at your system:
Halberds: C 11+/F 1-2/Reach R/Damage D/Brutal Damage 12
Swords: C 12/F 1/Reach M/Damage D/Brutal Damage 12
Axes: C 10+/F 1/Reach M/Damage C/Brutal Damage 12
Two-Handed Swords: C 12/F 1-2/Reach R/Damage E/Brutal Damage 12
Great Axes: C 10+/F 1-2/Reach M/Damage E/Brutal Damage 12
We see that your system doesn’t mess with Brutal Damage—it gets rid of free attacks and also unifies the effects of critical hits instead—which evidently reduces the number of variables available for customizing weapons and also makes combat in the game less varied altogether as discussed in this thread. From what I gather (please correct me if I’m wrong) your main contention against the way critical hits work in AHQ is that “granting a free attack provides a linear boost to overall damage scored against all targets”, also that “a better critical chance just makes a weapon better against everything. But halving a target’s toughness affects overall damage more against high-toughness targets, meaning that weapons could be tuned to make them better against high or low toughness”.
By the way, what do you mean by “granting a free attack provides a linear boost to overall damage scored against all targets”? Free attacks are not guaranteed to hit in the first place, so what “boost to overall damage” are we talking about here exactly?
I also gather that your complaint against Slev’s cleaving approach is that “it makes the weapon better against all targets, it does not make the player have to choose the right weapon for the right situation”.
We see, then, that “having to choose the right weapon for the right situation” is, essentially, what you promote as the advantage of your tweaks.Your point is clear. I mean, I see where are you coming from, what you’re trying to do, how, and the intended effect. It’s just that, as I said, I don’t see the advantage over Slev’s system, objectively speaking.I find it true that hand-to-hand weapons will do exactly the same damage to all enemies in both systems, the original and yours. I mean, the total amount of damage a weapon can do is determined only by the number of damage dice rolled, which in turn depends on the ST score of the attacker.
A given hand-to-hand weapon can’t do more damage than that in any case—except for BD, of course. Your changes only make damage dice more likely to wound upon rolling a critical hit; whether that improves AHQ’s gameplay and how is what’s in discussion here.We may see, then, that the possible results with the vanilla combat system (or Slev's) are: fumble, no hit, hit, or critical hit. Critical hits are opportunities for free attacks, which are treated as normal attacks. Hits and critical hits may also do damage and brutal damage, but cleaving makes brutal damage more likely to be rolled. For reasons that I find obvious and that are discussed in the thread I linked above,
critical hits in AHQ don’t make damage more likely to be done in hand-to-hand attacks, at least not directly.
On the other hand, the possible results of hand-to-hand attacks with your changes are: fumble, no hit, hit, or critical hit. Critical hits
always halve the target’s T score. There’s no other option; brutal damage doesn’t change.
From what I see, it’s your system that gives a boost to overall damage, associating it with to-hit rolls instead of damage rolls as it should be in AHQ.Setting aside the reasons why critical hits shouldn’t be unified in AHQ, in any case, the variety offered by your combat system depends on obtaining certain weapons and actually using them—whether we can have different versions of the same weapons in your system or how far it can be expanded beyond that is still debatable, though. In contrast, Slev’s approach offers more variety right from the start whether the players intend it or not and regardless of the weapons in use, which, by the way, become more customizable as shown above.We could agree or not with Slev’s specific changes to some weapons, but it’s a fact that his system offers more possibilities for customizing them without altering how critical hits work in AHQ.