eagleon
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Aspiring Technohermit
Posts: 12
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Post by eagleon on Feb 19, 2006 7:02:28 GMT -5
These are my suggestions, take them or leave them. Right now, weapon skill gives you a set of feats for five different weapon types plus added damage based on a simple formula. This obviously precludes a non-specialist fighter, which in real life is actually very deadly. Skill with handling any weapon trains the mind to react to differing balances, no matter how the weapons are configured. I could confidently wield a battleaxe in real combat, even though I've never trained with anything close to it (Don't laugh. ) Certain weapons -within- categories are also used very differently from each other. A zweihander is nowhere near the same as a rapier. If you used a scythe the same way as a spear, you'd probably kill yourself. Same with a flail and a quarterstaff. What to do with this problem? Introduce feats on a weapon-by-weapon basis based on what could realistically be done with that type, and make the characters have to become familiar with a specific weapon type before using them (IE, perform a certain amount of blows/parries). Let Combat Feats increase the efficiency of this in addition to its current job. Then make damage = (A*X)+(B/2*X), where A is your skill in the weapon's category, B is the sum of your other weapon skills added together, and X is your weapon's base damage. How does this sound?
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Post by Variaz on Feb 19, 2006 14:15:17 GMT -5
It's true that some weapons within a category are very different, and I could hardly use "trust" with a Scythe... I guess a future option would be that each weapons could have their own sets of customizeable feats, just like the monsters which can now have their own customizeable spells! However, I'm not sure I like your new formula. I don't like the idea of adding the other weapon skills in the damages calculation. The biggest problem? Weapon Mastery. This ability gives +2 in each weapons skill. So if you put let's say... 50+ points in Weapon mastery, do you have any idea of how powerful your weapon attacks would be? Add the bonus from Strength and the to_d, and... wow. Oh, and the weapon was magic branded... I know it's frustrating to be a sword specialist, and then find a "Dragon Axe "Storm Wind" (16d17) (+253, +245) (+150% life) (+15)", but it's no fun when you are good at everything... at least without spending some skill points. So I don't think I will add the other weapon skills to damages like you suggest. I like my new formula better, where everything plays a good role. Skill, stat and bonus to_d, everything helps now! But I will keep the idea of individual weapon feats in mind... The idea of having to practice with a specific weapon to gain the feats is also a nice idea!
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eagleon
Rookie
Aspiring Technohermit
Posts: 12
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Post by eagleon on Feb 19, 2006 19:45:11 GMT -5
Hmm, I see your point... Basically weaponmastery would then effectively provide six extra skill points to any weapon used per level put into it, and that might be a bit much. If you lowered it to one skill point in each category, it'd only come out to three, though, which is one point more powerful than it is now... I dunno. Up to you. I just think it's silly to see this great big warrior do such drastically less damage with an axe if he only puts training into using swords. ;D But yeah, customizable feats would be awesome, especially if they hooked in with the spell system to provide all the functionality it gives, and vice-versa.
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Post by nork on Feb 19, 2006 20:25:12 GMT -5
Reality is one thing, game balance is another. In reality you have a strong argument. But for game dynamics and balance it does not work so well.
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