Saturday, September 21, 2013

AFF Weapon Damage Statistics


AFF Weapon Statistics



This Compilation of Data is public domain







Weapon Avg Dmg 1-6 Avg Dmg 7+ Most Weapon Notes



Common
Great Sword 3.50 3.86 3,4 2h
Battle Axe 3.33 3.57 3 2h
Pole Arm 3.17 3.43 3 2h
Crossbow 3.00 3.29 2,3,4 2h missile
Long Bow 3.00 3.29 3 2h missile
Javelin 3.00 3.29 3 missile
Lance 3.00 3.29 3,4
Sword 3.00 3.29 3
Spear 2.83 3.14 3
Mace 2.83 3.00 3
War Hammer 2.83 3.00 3
Morning Star 2.67 3.00 2,4 -2 Attack total
Hand Axe 2.50 2.71 2,3
Quarter Staff 2.50 2.71 3 2h
Short Bow 2.33 2.57 3 2h missile
Short Sword 2.33 2.57 3
Club 2.17 2.43 2
Sling 1.83 2.14 2 missile
Dagger 1.67 1.86 2
Throwing Dagger 1.50 1.71 1,2 missile





Improvised 1.50 1.71 1,2
Unarmed Human 1.17 1.43 1
Unarmed Large 2.50 2.86 2
Bite/Claw Small 2.67 2.86 3
Bite/Class Med 3.17 3.43 3
Bite/Claw Large 4.17 4.57 3,4

1 comment:

  1. Most of the weapons do 2 or 3 points of damage per hit. If you want to min-max, then avoid the morning star. It potentially can do an additional point of damage on the 1-6 roll than other pounding weapons like the mace or war hammer, but the -2 to attack total sucks the potential joy out of it. That and the mace or war hammer are consistently better without the attack penalty.

    I'd disregard the -2 to attack totals myself and allow the drawback to the morning star be the fact that its damage output is less reliable than the mace or war hammer. Or at least disregard it for folks that have a point in morning star skill, and apply the penalty for folks that aren't trained. Do what makes you happy.

    One could almost disregard rolling dice for damage. Small weapons do 2, medium 3, two handed weapons do 4. Or if you want to go real old school, just have them all do the same damage and use the fiction to inform any special wounds or advantages.

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