Re: Swords are annoying



On Thu, 26 Apr 2007 23:28:22 GMT, Brendan Guild <dont@xxxxxxx> wrote:

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.

Guess it is time to post this again:

Copy and paste of my list of possible weapon qualities (as usual, this
list carries as caution against using all items on the list at once):

Qualities weapons may have include:
damage done (amount, type)
ease of use (modifier to either skill check or to learning
cost/rate)
chance of critical hit
type of critical hit
parrying modifier
armor-damaging modifier
penetrate/ignore armor modifier
range or reach
attack speed (time taken by attack)
recovery time (time before next attack is possible, usually
short/nil, but crossbows require long recovery) - "recover weapon" as
action?
readying time (time to deploy weapon from unready state, long
for stringing bow, short for drawing sword, can be reduced with skill)
exhaustion modifier
recoil (penalty to next shot if not recovered?)
breakage/jamming/fumbling stats
minimal strength/agility
required height to use
required space to use
one or two handed
market value
cultural availability (including arms control laws)
cultural significance
ammunition type used
ammunition capacity
weight
balance (quality as thrown weapon)
appearance (plain, fancy, strange designs)
tech level
material(s)
special features (enchantments, "smart" weapons, scopes,
silencer)
concealability

--
R. Dan Henry = danhenry@xxxxxxxxxxx
If you wish to put anything I post on your website,
please be polite enough to ask first.
.



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