This article is currently only a proposal
The features or design guidelines described in this article are only a proposal made by one or some persons. It has not been evaluated or accepted by the core development team yet. Feel free to add your personal opinion about them or make counter proposals.
People who approve this proposal | People who oppose this proposal |
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Currently for weapon skills on TMWServ, we are using weapons (I.E. Knives, Sword, Staff, Axe, Mace, Etc). The issue with this system is that it limits the types of weapons we have. Say if we wanted to have Nunchakus there is no way for us to include them without creating a entirely new weapon skill.
I purpose a system based on not weapons, but weapon classes.
Also this article addresses the issue with defensive skills. Our current system only uses weapons and does not take into account any type of defensives abilities.
Note: things on this page could change to account of balancing.
Concept
Having weapons skills based on what, and how the weapon (or shield) works.
Some weapons can fall into different classes. I.E. Nunchakus would be precision and blunt. Meaning a Nunchaku could use special attacks from both classes.
Classes
Slice
Weapons that cut your target. Basically cutting attacks fall into this. Almost all swords would fall into this class. Highly effective, but easy to absorb or counter.
Puncture
Weapons designed penetrate deep into your target. Things like spears would belong to this category.
Blunt
Blunt weapons neither cut, nor puncture the target. But rather "Smashes" it. A Mace would fall into this.
Precision
Precision weapons are more like "ninja weapons". Things like knives, daggers, darts, nunchakus, etc. Weapons are not a matter of how hard you hit, but where.
Polearm
Polearms are in fact a class of weapons. Pretty much anything on a stick, or long, can be consider a polearm. Including staffs, helberds, spears, etc. Polearms take strong hands to handle. But are good for medium range attacks (longer then a sword, shorter then a bow).
Ranged
Ranged are anything that is thrown or shot at a target. Mainly bows, but can include to crossbars, throwing knifes, etc.
Absorb
Absorb are mainly your shields. Absorb can also include completely blocked attacks (prehaps though a special)
Counter
Counters are best described as a defensive/offensive skill. Can be things like parrying, also even turning your opponents damage back towards them.
Weapon Examples
Its important to note that many weapons can belong to many (more then 2) classes. While we should have the option of adding them to more then one, I warn against doing so. Remember we should focus more on fun game play then realism.
These examples are all from my mind, and don't have to reflect the final implementation.
Weapon | Class 1 | Class 2 | Note |
---|---|---|---|
2H Swords | Slice | Blunt | |
Long Swords | Slice | ||
Swords | Slice | Counter | |
Short Swords | Slice | Puncture | |
Axes | Slice | Blunt | |
Maces | Blunt | ||
Staffs | Polearm | Blunt | |
Nunchukes | Blunt | Precision | |
Spears | Polearm | Puncture | |
Halberds | Polearm | Slice | |
Dagger | Precision | ||
Bows | Ranged | Puncture | |
Swing Shots | Ranged | Blunt | |
Throwing Knives | Ranged | Precision | |
Shields | Absorb |
As you can see, this system can account for about any weapon you can think of. :-)
Comments
Perhaps we can change the weapon system so that a weapon defines:
- Types of physical actions A possible
- slice
- puncture/stab
- absorb/block
- counter
- hit/whack
- cast
- Type of physical damage D dealable
- blunt/hitting (maces, clubs)
- piercing (daggers, bows)
- slashing (swords)
- magic
- Types of skills S required to master:
- strength, dexterity, agility for physical weapons
- intelligence for magical weapons
So that makes A,D,S, so:
- Sword is (slice, puncture, stab), (piercing, slashing), (strength, dexterity, agility)
- Staff is (hit, counter, absorb), (blunt, magic), (intelligence, dexterity, strength)
etc.
I dunno --Blash 19:42, 15 June 2009 (UTC)
Question: What about weapons that primarily only have one category (ie, long swords, maces, etc). It would seem that those type of weapons would suffer from a single purposed nature - perhaps some sort of bonus could be applied to them - twice as many special attacks, or something similar? Also, I believe that precision weapons are usually categorized as 'finesse' weapons in classic DnD. --Ceros 11:37, 27 October 2009 (UTC)