Re: Swords are annoying
- From: Brendan Guild <dont@xxxxxxx>
- Date: Thu, 26 Apr 2007 23:28:22 GMT
Corremn wrote:
I plan on making weapon effects happen when you reach hight weapon
levels.
I.e Sword get bonus to parry. Daggers get multiple hits. Maces get
stun. Axes get knock back etc.
I would like to hear other ways to make weapons different from
each other. I would like players to look at each weapon as a
different style of gameplay.
We need is a complete list of possible advantages and limitations
that can be imagined for any weapon. Then we can distribute them
among the weapons of our games. Corremn gave us four and I've added
some of my own. Surely those who play roguelikes religiously can add
dozens more.
- Parry bonus
- Multiple hits
- Stun
- Knock back
- A chance to kill a strong monster with one hit
- Requiring more or less strength to be fully effective
- Requiring open space around the wielder to be fully effective
- A sweeping swing that attacks in multiple directions
- Consuming more or less of some resource to attack. (ammo, fatigue,
magic, hp, xp, etc.)
- Having multiple modes of attack, with each mode having different
advantages
- Breaking if used under certain conditions, such as an attack
against plate armor
- Bypassing any defensive effects of armor
- A chance to become stuck in the enemy, preventing retreat
- Throwing with a curved path, somehow aimed by the player
- Attacking through enemies or through walls to hit a monster on the
other side
- Debilitating victims by tangling, immobilizing, or disarming
- Requiring turns between attacks
- Preventing the wielder from wearing armor
.
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