Damage for crossbows and black powder weapons

By Waxfire, in WFRP Rules Questions

Please correct me if I'm wrong, but from what I understand if I throw a weapon, shoot a bow, crossbow or pistol/rifle, damage is DR+AG.

This really doesn't make sense at all. I can see in the case of throwing a weapon or even shooting a bow that your personal ability would factor in, but how does it factor into a crossbow or black powder weapon? Shouldn't they have set DRs with nothing else adding other than that from an action's card's results?

I think its supposed to represent the precision of the hit. Or something...

-L

That is what the rule says. I agree that it would make less sense to add the Agility, but seems that the FFG mindset is to have less rules. I like that... Keep the system simple.. Thanks.

Actually, by that thinking, it makes even less sense for Agility to be added for thrown or bow damage. Those are all Strength operated in one way or another.

... of course, I buy into the whole "accuracy" thing, so there you go.

As others have said, it represents you accuracy and ability to react quickly - your "twitch" skill, as it were.

OP mentioned throwinga weapon : a few weapons have the Throwing quality (Throwing Dagger, Axe/Hammer, etc. check the range weapon table). Is allows the thrower to choose Strength for damage instead of Agility and also which Fortune on attribute to use for the attack. It is still a Ballistic thus Agility check to hit, but you can use Fortune on Agi or St in the dice pool.

That is enough for me to not wonder too much. You need Ballistic as is (not creating a Throwing/Archery skills, St based)

It's also a matter of game balance between the various physical stats.

St affects melee to hit, melee damage, Parry

Ag affect ranged to hit, ranged damage, Dodge, Init

To affects damage reduction vs melee, damage reduction vs ranged, Block

The three are fairly well balanced, with Ag slightly ahead because of Init. However, since Init is group-oriented, it isn't as much of an advantage for the specific PC. Taking away ranged damage from Agi would unbalance things.

dvang said:

It's also a matter of game balance between the various physical stats.

St affects melee to hit, melee damage, Parry

Ag affect ranged to hit, ranged damage, Dodge, Init

To affects damage reduction vs melee, damage reduction vs ranged, Block

The three are fairly well balanced, with Ag slightly ahead because of Init. However, since Init is group-oriented, it isn't as much of an advantage for the specific PC. Taking away ranged damage from Agi would unbalance things.

That makes sense with game balance, but it still seems odd. Now I just have to convince my group that this makes sense.

Thanks for the replies though and clearing up this mystery of damage origins.

Naw its fine ...if u shoot him thru the arm or shoulder a crossbow bolt or bullet will do less damage than if you shoot him in the eye or heart or gut

Bullets do dif damage depending on where they hit.. Bows too.

Your aim improves your damage. Agility reflects aim. I see no reason why this would not be as true of a pistol as a bow. About the only thing that doesn't make sense is that strength doesn't in some shape or form factor into your thrown/bow attacks.