Shattered Kingdoms

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 Post subject: Weapon Differentiation
PostPosted: Sat Nov 17, 2007 1:32 pm 
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Mortal

Joined: Wed Jun 08, 2005 4:55 pm
Posts: 1110
Location: Ithaca, NY
Ever since the implementation of the weapon subtype system, the largest complaint has been the uselessness of the majority of weapons out there. There's a small set of clearly superior weapon types, and everything else is either mediocre or downright worthless.

While some attribute balancing would certainly go a long way, I think an ever better solution would be to apply specific traits to each archetype. These already exist on a smaller scale - axes tend to sever limbs, certain weapons are harder to parry. But there needs to be more, IMO.

Ex1: Maces and flails will partially (or completely) bypass AC. Traditionally, maces and flails were the weapon of choice against any heavily armored opponent. A good hit didn't even have to crack the armor to break an opponent's bone.

Ex2: Hammers and warhammers could have a chance-per-hit to stun the opponent for one round, an effect that cannot occur more than once every 10 rounds. These might also have a smaller AC-ignoring effect.

Ex3: Pole-arms could have an increased chance to parry special openers, such as cleaves and charges (but not backstabs). They could also have a chance to dismount a mounted opponent (especially halberds).

These are just random ideas that I pulled while reading through an encyclopedia on weapons.


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PostPosted: Sat Nov 17, 2007 5:16 pm 
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Mortal

Joined: Sun Sep 04, 2005 5:26 am
Posts: 633
Location: Powder Springs, GA
YES.


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PostPosted: Sun Nov 18, 2007 5:49 am 
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Mortal Philanthropist

Joined: Sun Feb 08, 2004 1:41 pm
Posts: 1085
Location: Hugging a tree
SK Character: Imolth
yes.


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PostPosted: Sun Nov 18, 2007 7:10 am 
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Mortal

Joined: Mon Sep 05, 2005 5:05 pm
Posts: 2620
Location: *cough*
YES.


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PostPosted: Sun Nov 18, 2007 7:49 am 
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Mortal

Joined: Sun Nov 13, 2005 9:00 am
Posts: 566
Location: In The Court Of The Crimson King
yes.


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PostPosted: Sun Nov 18, 2007 9:05 am 
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Mortal Contributor

Joined: Thu Feb 28, 2002 4:00 pm
Posts: 1279
Location: Miami, FL
...Wow.

Dude, yes. I had come up with a bunch of ways to develop ideas like this and they involved adding new skills that were entirely weapon-reliant, and you got automatically if you either had the weapon or had mastery in them. I had chosen a skill like "armor penetration" to be for daggers and maces, for example, "impale" for some polearms and spears, so on and so forth.

Clever [REDACTED], really.


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PostPosted: Sun Nov 18, 2007 10:24 am 
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Immortal

Joined: Sat May 07, 2005 8:16 am
Posts: 4124
Location: Las Vegas, Nevada
SK Character: Achernar
*is all for giving lesser subtypes small perks*


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PostPosted: Sun Nov 18, 2007 11:32 am 
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Implementor

Joined: Wed Feb 27, 2002 4:00 pm
Posts: 8220
Location: Redwood City, California
Sounds like a potentially good idea. But in the meantime, I wonder if I should do something slightly easier. When there was a lot of suggestions for tuning the freqency of gaining improvements on skills, I created a google spreadsheet and asked anyone interested to give each weapon a rating. Who would be interested in me doing the same for weapon tuning?


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PostPosted: Sun Nov 18, 2007 12:17 pm 
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Mortal

Joined: Fri Mar 01, 2002 4:00 pm
Posts: 2637
Location: Floating in Previous Player Ether
I'll do it - and I'll sit quietly after you tweak it to your satisfaction again!


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PostPosted: Sun Nov 18, 2007 12:27 pm 
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Mortal Philanthropist

Joined: Sat Apr 03, 2004 1:55 pm
Posts: 1330
Location: I am at one with my duality.
I'll participate as well.


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