AFG R9: first change – Physique

TL;DR: In AFG-R9, high PHY not only gives 1 extra damage die for two-handed weapons, but also 1 additional hit.

Long form: In the past two days I rolled 12 AFG characters to use as pregens for Chthonic Codex. I started to think about the meaning of high and low stats a lot.

Craft and Spirit, when they are high, give interesting modifiers: Craft gives an extra spell even for fighters, Spirit 1 extra mana (yes, even to fighters) and luck (1 free reroll per session). And when they are low they give interesting flaws: scarce literacy and bad luck (something unlucky will happen to the character, every session).

Low Physique forces the character to use all weapons except knives with two hands. Which is cool in my book and lets a kid with a knife still be nasty.

But high PHY gave only an extra die of damage with two-handed weapons. Which is good but not as interesting. So now a high PHY gives 1 Additional Hit: this means that the character not only has more hits, but also attacks better sooner. And it means that, on average, characters get an FC improvement 1 level earlier.

Now, if I could fix that two-handed dilemma, it would be ace.

9 thoughts on “AFG R9: first change – Physique

  1. I was just thinking about the Physique bonuses and considering giving Additional Hits bonus for it. Perhaps the way to deal with 2H weapons is to make it one of the optional weapon properties, namely, in the first round of melee a character with a 2H weapon hits first. After all, two handed weapons aren’t necessarily the province of the strong, they’re more a tactical choice to deal with pikes and heavy armor; characters who are low in Physique have to use Longswords 2h but don’t get any special benefit from 2h weapons a stronger character would.
    Just throwing ideas at you. This week in going to start bouncing AFG ideas off of my #1 RPG buddy and trying some 1 on 1 playtesting, if you have any ideas you’d like us to fiddle with let me know.

    • Fighters can either use a shield or a 2HD weapon. The tradeoff is obvious.
      The problem is for casters: why shouldn’t they use a 2 handed weapon all the time, unless they’re holding a torch?


      • That’s a good question. When I used to play an Elven F/MU I’d almost always use a bastard sword for nasty this reason, maximize versatility for the shieldless.

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