NEWS

6e Basic Set Sword

  • 48 Replies
  • 1308 Views

Shinobi Killfist

  • *
  • Ace Runner
  • ****
  • Posts: 2107
« Reply #45 on: (12:37:43/06-28-19) »
It not being a dump stat doesn’t mean it effects melee damage.

Weapons don’t have a strength minimum. Strength does not effect melee dv. It still uses agility to attack. Maybe it helps with edge maybe strength creates your melee defense value. Maybe there is something else. I kind of doubt there is a hidden save. I suspect people are just overvaluing 1 edge. Though who knows maybe there is a 1 edge use that allows you to add 1/2 your strength to your melee dv or something.

Moonshine Fox

  • *
  • Omae
  • ***
  • Posts: 587
  • Proudly serving our dragon overlords
« Reply #46 on: (14:24:32/06-28-19) »
It not being a dump stat doesn’t mean it effects melee damage.

Weapons don’t have a strength minimum. Strength does not effect melee dv. It still uses agility to attack. Maybe it helps with edge maybe strength creates your melee defense value. Maybe there is something else. I kind of doubt there is a hidden save. I suspect people are just overvaluing 1 edge. Though who knows maybe there is a 1 edge use that allows you to add 1/2 your strength to your melee dv or something.

That could be interesting. We know from the rigger  dossier positive qualities that there’s more uses for edge then what we know. Maybe they have a system that gives melee some versatility like SA/BF/FA for guns. Something like using your weapon for offense or defense and changing the damage/melee rating based on that.

markelphoenix

  • *
  • Chummer
  • **
  • Posts: 243
« Reply #47 on: (10:18:50/08-18-19) »
The main reason I don't see Strength as a dump stat is the buzz I've heard around special melee actions. (Trip, knock down, disarm) which are all Str based. Common scenario I hear is if you do str 1 or 2, prepared to have your weapon ceremoniously ripped from your hands or fall flat on your back.

Main problem I see with this is that it further buffs unarmed, where strength affects DV AND adds to ability to use things like Grapple, Disarm, etc. Becomes really hard to think of a scenario you'd want melee weapon other than your fist.....other than potentially reach? Haven't looked at the range of some of the melee weapons, but if they can go into the next range, instead of just the closest, could see a use there....

Finstersang

  • *
  • Omae
  • ***
  • Posts: 404
« Reply #48 on: (17:34:09/08-18-19) »
It not being a dump stat doesn’t mean it effects melee damage.

Weapons don’t have a strength minimum. Strength does not effect melee dv. It still uses agility to attack. Maybe it helps with edge maybe strength creates your melee defense value. Maybe there is something else. I kind of doubt there is a hidden save. I suspect people are just overvaluing 1 edge. Though who knows maybe there is a 1 edge use that allows you to add 1/2 your strength to your melee dv or something.

That could be interesting. We know from the rigger  dossier positive qualities that there’s more uses for edge then what we know. Maybe they have a system that gives melee some versatility like SA/BF/FA for guns. Something like using your weapon for offense or defense and changing the damage/melee rating based on that.

Funny that you mention firing modes, because my current houserule draft (based on the QSR) goes like this:

  • For every Point of Strength below the Base Damage of a Melee Weapon, decrease the AR by 2.
  • Furthermore, for every full 2 Points of Strength above the Damage Code of the Melee Weapon, you may increase the Damage Code of the Weapon by one and decrease the AR by 2 when making an Attack.

The first paragraph adds a soft form of Strength requirement. The second Paragraph adds a kind of "Mighty Blow"-style option, that works a bit like the way Firing Modes/Recoil are handled - which is intended, repetition is easier to remember ;) With this rule, Toby the Troll should usually be able to boost Melee Weapon Damage past his unarmed damage as long as the base AR is not too low. Of course, there are still Melee Weapons where these rules doesn‘t apply, like Monowhips or Stun Batons. I also have yet to see the finalized Damage Codes and Attack Ratings to see if this is viable. Maybe I´ll add this sentence to the first paragraph: "for every point of Strength above the base Damage Code, add 1 to the AR of the Weapon".

Or something completely different, I´m open to suggestions.
« Last Edit: (17:59:47/08-18-19) by Finstersang »
SR5 SR6 Summoners in a Nutshell: https://www.youtube.com/watch?v=zFuMpYTyRjw

Argle Bargle, Foofaraw, Hey Diddy Ho Diddy