Kester Pelagius wrote:
If you're going to go all out you might as well assign base dmg values to weapons and assign modifiers vs certain armor types. It may make the system appear even more complicated than it is but the main pro here would be you could have a chart that lists Arrows by type (there were dozens of different types) with modifiers that can add realism to the game.
Thus, rather than worrying about adding FP values to armor, which could make the system even clunkier, you use a bit of fuzzy logic to assign set modifiers by weapon type.
Actually, if I understand you correctly, this is what we have right now...sort of. We have four basic types of arrows. Some do 1/2 against armor and double to flesh, some do just standard damage and others do the inverse. It is something to consider but on the surface, man, it sounds pretty complex.