The way I envisioned the finesse / power balance was that each weapon would have a value that indicated how strongly it benefited from finesse vs. power. Something like a longsword would have a 50/50 split, a dagger would be weighted strongly towards finesse, a maul strongly towards power. Let's make up some numbers to make this more concrete:
Warrior: 100 finesse, 150 power
Rogue: 150 finesse, 80 power
Ranger: 120 finesse, 50 power
Dagger: 80% finesse, 20% power
Longsword: 50% finesse, 50% power
Maul: 5% finesse, 95% power
Rogue with dagger: +120% finesse bonus (2.2 blows/round), +16% damage bonus
Warrior with maul: +5% finesse bonus (1.05 blows/round), +143% damage bonus
Ranger with longsword: +60% finesse bonus (1.6 blows/round), +25% damage bonus
If these weapons all had the same base damage (100, let's say) for some strange reason, then the DPS would break down as follows: Rogue: 255.2 damage/round; Warrior: 255.15 damage/round; Ranger: 200 damage/round.
Now, there's nothing that says that the sum of the finesse and power bonuses a weapon receives needs to be 100. So you could make whips into awkward weapons by making them 50% power, 20% finesse; similarly you could represent a masterwork rapier by making it 100% finesse, 20% power. Given the way multipliers work here I suspect we'd need to be careful to avoid making useless or overpowered weapons, but the point is that it's easy to tweak things to represent how a weapon is actually used in an intuitive fashion.
Warrior: 100 finesse, 150 power
Rogue: 150 finesse, 80 power
Ranger: 120 finesse, 50 power
Dagger: 80% finesse, 20% power
Longsword: 50% finesse, 50% power
Maul: 5% finesse, 95% power
Rogue with dagger: +120% finesse bonus (2.2 blows/round), +16% damage bonus
Warrior with maul: +5% finesse bonus (1.05 blows/round), +143% damage bonus
Ranger with longsword: +60% finesse bonus (1.6 blows/round), +25% damage bonus
If these weapons all had the same base damage (100, let's say) for some strange reason, then the DPS would break down as follows: Rogue: 255.2 damage/round; Warrior: 255.15 damage/round; Ranger: 200 damage/round.
Now, there's nothing that says that the sum of the finesse and power bonuses a weapon receives needs to be 100. So you could make whips into awkward weapons by making them 50% power, 20% finesse; similarly you could represent a masterwork rapier by making it 100% finesse, 20% power. Given the way multipliers work here I suspect we'd need to be careful to avoid making useless or overpowered weapons, but the point is that it's easy to tweak things to represent how a weapon is actually used in an intuitive fashion.
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