|
Post by Sarra on May 28, 2004 14:33:24 GMT
Does anybody feel like the weapon system is underdeveloped and did not bring flavor to the series? I know that I did. I know that we have talked about this hear and there but never made a single thread for it. So yeah, here it is. ;D
|
|
|
Post by Ghost Bear on May 28, 2004 18:41:19 GMT
Yes, but I also understand the reason for it. The books were supposed to be fast flowing and swift. Adding different bonuses for different weapons would have made the books more plodding. I hope that the forthcoming RPG expands on weapons, and makes them a more interesting part of the game.
|
|
|
Post by Archdruid on May 28, 2004 19:40:31 GMT
Well, as we've discussed before, Dever probably figured that anyone who read Book 2 would just use the Sommerswerd the whole time anyway, so other weapons (and therefore other weapon bonuses) were at best redundant as far as the dedicated fans were concerned.
|
|
|
Post by Relenoir on May 29, 2004 11:22:32 GMT
Honestly, I thought it was perfect. In AD&D, all your different weapons do a different amount of damage. A consumate wielder of one specific weapon should be able to do just as much damage with it as another, but someone who'd specialized in a weapon form will do a little more damage than someone who isn't, hence the CS bonus. I keep it the same way in the RPG, that way it makes every weapon just as useful and everyone doesn't want to carry the same ones because they do the most damage.
|
|
|
Post by guest on May 29, 2004 11:26:33 GMT
Who cares if the book details weapons? I mean, honestly...there are a ton of weapons in the the DnD core rule players handbook..and various other sourcebooks.
I don't honestly remember any "Lone Wolf" specificly unique weapons that weren't non magical.
|
|
ARK
Kai Lord
Posts: 24
|
Post by ARK on Jul 12, 2004 6:47:30 GMT
I also agree with you about the weapons so I adapted this rule from the Middle Earth Gamebooks
1. Weapon Damage: If you damage an opponent, your weapon can provide additional damage. (This additional damage only applies when a damage result of 1 or more is obtained.) Sword: +1; Mace: +2 (only if opponent is wearing metal armor); Short Sword +0; Spear +0; Dagger –1 (+1 to COMBAT SKILL); Warhammer: +2 (but –1 to combat Skill); Axe: +1; Battle Axe +2; Quarterstaff: +1; Broadsword: +3 (but –1 to Combat Skill). Note: Shields may not be used with the following two-handed weapons: Bow; Battle–axe; Quarterstaff; Broadsword.
I also thought up so simple combat options. Ferocius attack: You may choose to exert yourself by attacking fiercely. During the round that you choose this option you may add +1 to your COMBAT SKILL, however you will suffer an additional –2 ENDURANCE point loss from exertion that round. Dodge: you may choose to avoid damage by dodging. Dodging adds +2 to your COMBAT SKILL during the round, however all ENDURANCE points lost by the enemy during that round are ignored.
What do you think?
|
|
|
Post by KaiLord on Jul 12, 2004 7:33:18 GMT
I like the weapon modifiers you listed. Makes sense that a dagger wouldn't do as much carnage as a broadsword.
KL
|
|
|
Post by Sarra on Jul 13, 2004 4:25:08 GMT
I also thought up so simple combat options. Ferocius attack: You may choose to exert yourself by attacking fiercely. During the round that you choose this option you may add +1 to your COMBAT SKILL, however you will suffer an additional –2 ENDURANCE point loss from exertion that round. Dodge: you may choose to avoid damage by dodging. Dodging adds +2 to your COMBAT SKILL during the round, however all ENDURANCE points lost by the enemy during that round are ignored. What do you think? I think that those are excellant ideas!
|
|
|
Post by outspaced on Jul 13, 2004 8:18:04 GMT
Dodge: you may choose to avoid damage by dodging. Dodging adds +2 to your COMBAT SKILL during the round, however all ENDURANCE points lost by the enemy during that round are ignored. This rule seems rather pointless since the Game Rules state that you cannot perform any action (like quaffing a handy Laumspur Potion) whilst engaged in combat. The only way I can see this being of any use is if you allow Dodging in conjunction with Kai-blast, but even then it wouldn't be all that helpful until the Grand Master books. The weapon modifiers are very nice, however. Perhaps whoever is working on Statskeeper could integrate them in as 'optional Weapon Modifiers' that could be used if a certain box is ticked? That would be rather nice
|
|
ARK
Kai Lord
Posts: 24
|
Post by ARK on Jul 14, 2004 6:40:11 GMT
I am glad that people seem interested in my ideas for the combat system. All of these options are effective for only one round of combat. So each round you damage your opponent, you get to add the bonus. Dodge and Ferocious Attack would have to be chosen each time you start a round of combat.
The point of the options are to give a player more control of the combat. Ferocious Attack could be useful when you are facing an opponent who out classes you or you need to defeat some one fast. Dodge would be useful to help you stay alive until you can evade combat. You would have to recaculate your combat skill and combat ratio each round which means a slight change to the combat procedure.
|
|
|
Post by taylor on Jul 14, 2004 13:40:31 GMT
I really like this idea, and have used it myself for some time. My own conclusions of bonus' are slightly different however:
Sword: one handed, no bonus As the average, stock standard weapon of the setting, the sword offers no advantages or disadvantages, however it can be comined with a shield for +2 combat skill.
Short Sword: one handed -1CS if in open terrain, +1CS if in confined terrain.
Broad Sword: one/two handed if used one handed counts as a normal sword and may be combined with a shield. If used two handed in open terrain if offers +1CS and does an extra EP damage per round to the enemy.
Dagger: one handed -2CS in open terrain, no bonus if in confined terrain.
Quarterstaff: two handed In open terrain +3CS, in closed terrain -2CS
Axe: one handed -1CS, +2EP damage to enemy per round
Warhammer: one handed -1CS, +3EP damage per round to armoured opponents
Spear: two handed +2CS, may be comined with a shield, but loses the CS bonus
Mace: one handed +1EP damage per round to armoured targets
Bow: two handed May not be carried if you have a shield.
The open/confined terrain bit is pretty much at the user's discretion, as is the armoured target bit. For the record, I consider the Sommerswerd, Helshezag and the Ironheart Broadsword to be Broadswords, and the Dagger of Vashna to be a shortsword. YMMV.
|
|