Donnadogsoth
2016-02-25, 06:35 PM
I chewed on this a bit with the Phoenix Command mailing list and came up with these simple rules, which can apply to any system where to-hit rolls are along a d20 spectrum. They are relevant when small-sized people pick up normal-sized melee weapons, and when normal-sized people pick up gigantic melee weapons.
First, establish Size (SIZ), which is chiefly height but also reach and hand size. For exceptionally long or short relative reaches, add or subtract 1. For exceptionally large or small hands, add or subtract 1.
SIZ - type example
1-5 – little person or medium-age child
6-8 – short person or older child
9 - average woman
10 – average man
11-13 – tall woman
14-16 – tall man
17-18 – very tall man
19+ - tallest people in the world
Determine effective SIZ by applying -3 for long weapons like spears and halberds, +0 for normal sized long, two-handed weapons like axes and swords, +3 for short weapons like daggers and hatchets. Apply a further +3 for light and small weapons like hatpins, razors, and scaled-down melee weapons. Apply a further -3, -6, or -9 for gradations of scaled-up weapons. A -9 scaled-up weapon would be something that the average man could barely heft due to the leverage.
Weapon Type......SIZ modifier
Very long......................-3
Long..............................0
Short............................+3
Miniature weapon........+3
Scaled-up weapon........-3, -6, -9
Once effective SIZ is known, the following table shows the to-hit modifier.
Effective SIZ.....To-hit modifier
1........................Cannot use
2........................-3
3-4.....................-2
5-6.....................-1
7+.......................0
Example: Rolling 3d6 I score an 8 SIZ. I randomly determine I have small hands (-1) and a small reach (-1). In a dire situation involving a kitchen I cast about for a weapon and see a fire axe (long +0). This will give me an effective SIZ of 6 and a -1 to-hit. If I can find something smaller, like a butcher knife (short +3) I will have an effective SIZ of 9 and no penalty to hit.
First, establish Size (SIZ), which is chiefly height but also reach and hand size. For exceptionally long or short relative reaches, add or subtract 1. For exceptionally large or small hands, add or subtract 1.
SIZ - type example
1-5 – little person or medium-age child
6-8 – short person or older child
9 - average woman
10 – average man
11-13 – tall woman
14-16 – tall man
17-18 – very tall man
19+ - tallest people in the world
Determine effective SIZ by applying -3 for long weapons like spears and halberds, +0 for normal sized long, two-handed weapons like axes and swords, +3 for short weapons like daggers and hatchets. Apply a further +3 for light and small weapons like hatpins, razors, and scaled-down melee weapons. Apply a further -3, -6, or -9 for gradations of scaled-up weapons. A -9 scaled-up weapon would be something that the average man could barely heft due to the leverage.
Weapon Type......SIZ modifier
Very long......................-3
Long..............................0
Short............................+3
Miniature weapon........+3
Scaled-up weapon........-3, -6, -9
Once effective SIZ is known, the following table shows the to-hit modifier.
Effective SIZ.....To-hit modifier
1........................Cannot use
2........................-3
3-4.....................-2
5-6.....................-1
7+.......................0
Example: Rolling 3d6 I score an 8 SIZ. I randomly determine I have small hands (-1) and a small reach (-1). In a dire situation involving a kitchen I cast about for a weapon and see a fire axe (long +0). This will give me an effective SIZ of 6 and a -1 to-hit. If I can find something smaller, like a butcher knife (short +3) I will have an effective SIZ of 9 and no penalty to hit.