ninja_ardith wrote:
I play a merc, and I think this is a bad idea.
Might you provide some reasoning? If the goal is to make combat more active, then I think allowing a class to specialize their fighting to a type of weapon, in order to learn some refined active skill(s) [Note plural, note active]
I would see that as a step in the right direction developmentally.
You'd have to balance things of course.
But take a mace specialization for example:
Pound - Straight up damage attack (like casting a damage spell). Does more damage to prone characters. (You'd need to consider the time of using these skills so it's harder for someone by themselves to setup do more than one pound by themself. But if they had someone else keeping a target on the ground, they could use pound to greater affect)
Breakbone - Does some damage, but the attempt is more to break the bone of a character. (Useage would have a target, breakbone leg, breakbone arm, breakbone head, etc. each with various debuffs associated)
Shieldbreaker - Attempt to Sunder a shield
Uppercut - Does some damage, not as much as pound, but has a chance to Knock a character prone. Not as good a chance as bash.
You get the idea.