Postby Mataxes » Thu Oct 15, 2015 7:15 pm
So there's a bunch of things going on when it comes to forged weapons. It affects armor as well, but in earlier editions forged armor was rare at best because of how high Circle it was as a talent.
Having a permanent bonus result from Forge Blade (ED1) runs into problems, so the "no more than double the base damage" rule makes sense -- otherwise forged weapons really dominate the setting (even with that limit though, they still dominated -- see the +5 broadsword to Throal infantry issue). While ED1 limited how much an individual Weaponsmith could work on a blade, there was nothing to prevent a character from taking the weapon to another Weaponsmith once the limit was reached. In addition, the (relatively) low DNs for the tests -- weapon Damage Step -- made failed tests unlikely outside of inexperienced Weaponsmiths working on high-damage weapons.
The rules introduced in Adept's Way for forging thread weapons (thanks for pointing me to the right place on that) complicated matters, and I'm not quite sure why the DN was handled differently -- whether it was done for game balance or to hew more to the metaphysical "reality" of what is being done. Let me kind of talk through this...
Let's take the ED1 version of Kegel's Sword. Broadsword, Spell Defense of 13. According to Adept's Way, improving the weapon via Forge Blade requires an "Excellent or Extraordinary" success (meaning a 24 or better in this case). This is higher than any test that might be made to improve a standard broadsword -- which has a DN of 9 on the test to improve it to +5 Damage (for a total of STR+10). Kegel's Sword caps out in it's rank bonus at STR+9 -- one less than the best damage possible on a 'basic' broadsword. Granted, Kegel's Sword has other bonuses, and a special damage effect that can cause some targets to take up to STR+15.
A fully forged standard broadsword under these rules are pretty solidly within the ability of a Weaponsmith with the minimum rank necessary in Forge Blade (assuming only a PER Step of 6, they would be rolling a Step 11 test before Karma factored in -- a 65% chance of success even before Karma). To have the same chance of success to add a singe bonus to Kegel's Sword (thereby getting the equivalent STR+10) the Weaponsmith will need to be rolling a Step 28 test (roughly) -- which means you're going to need additional bonuses from somewhere (thread magic, Karma, etc) as you need to be adding 21 or 22 Steps to the base Attribute.
Effectively, this makes thread weapons limited by their inherent damage bonus, as the chance to increase damage beyond that provided by the item is much lower. Even looking at Lorm's Axe (which has a SD of 7) the DNs for fully forging a battle-axe are much lower -- DN 11 for the last test to get it to STR+12 Damage, vs the 15 (Excellent Success vs SD of 7). Much more likely, but still harder.
What this effectively does is put forged weapons on (roughly) the same level as thread weapons in terms of damage output. Forged weapons end up (on average) a touch higher damage but lack the additional bonuses that thread weapons have. Forged blades also don't require the Legend Point expenditure.
I think, frankly, thread weapons end up on the short end of the stick in this situation -- a character would be better served (from a numbers standpoint) to use those Legend Points to get an item more dedicated to boosting Defense Ratings. Extra damage is relatively easy to come by. Extra Defense not so much. (The all or nothing aspect of armor in ED1 throws additional twists into the mix and I'm not even going to address that here.)
ED2 added the time limit, which reduces the impact of forged weapons on the setting, and tilts the balance back toward thread weapons -- though not entirely. They still generally have a lower "cap", but now the higher damage from forged weapons is paid for by maintenance costs. IIRC, they didn't change anything with regard to using the talent on thread weapons. (Though the core ED2 book doesn't have anything in it about the limit on forged weapons or the different rules for thread items -- they might be in another book I don't have handy.) ED2 also does away with the maximum number of times a Weaponsmith can try forging -- a lower-rank Weaponsmith instead needs to have their blades maintained/forged more often.
Classic kept the time limit but increased it (from Rank months to a flat year-and-a-day), increased the DN (to 9+current Damage Step), and rather than use a thread weapon's Spell Defense, used the same DN formula as non-thread weapons (ignoring damage bonuses from threads), but required a Good result. It changed the maximum bonus to the lower of weapon Size or Damage Step (mainly because of the quarterstaff)
Looking at this in hindsight, I kind of like it. You have the maintenance from ED2 that keeps permanent forged weapons from overrunning the setting (without the really fiddly record keeping required with the variable duration of Rank months), a lower cap on the max damage balances forged weapons against thread weapons a little bit better, and the ability to increase the damage on thread weapons even gives them a bit of an edge (though it is slightly higher, it is not as crazy as it is using Excellent result vs. Spell Defense). I think the base DN is maybe a touch too high -- for example, the DN range for a broadsword is: +1 (14), +2 (15), +3 (16). IIRC we based those on the assumption that Karma would be spent on the test, but even then a "typical" C1 Weaponsmith with Rank 2 Forge Blade and PER 7 would have a tough time with that first bonus. You're looking at high Journeyman-tier Weaponsmiths will have a hard time (Rank 7 + PER 7 is a 50/50 chance on that first bonus) really maxing out weapons -- even more difficult when you're looking at larger weapons, and thread weapons inch that up even more with the Good success requirement.
ED3 kept things mostly the same as Classic, but removed the ability for the talent to be used on thread weapons entirely. Instead thread weapons get their max forge bonus at Rank 1 and then can stack additional damage on top of that. I don't really understand the rationale for the change, as I wasn't involved with ED3 development, and I'm not sure what "problem" it was trying to fix. Looking at the EDC version, it makes even less sense to me than it did before. (Hence the reason for the change.)
The main reason that all weapons in ED4 (normal and thread) use the same formula is for standardization and simplicity. The DN has been notched down, making it a little bit easier to get those bonuses, and the general limit on the max bonus you can get is how many higher Rank Weaponsmiths you have in your Barsaive. Yes, it is now possible to get a Step 20 Broadsword, but you need a Weaponsmith with Rank 15 Forge Weapon to maintain it. Those aren't common, or cheap.
Josh Harrison --
Troubadour and Magic Theorist
Line Developer: Earthdawn