From The Mana World
 
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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.
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 also use very different stats.  For example precision weapons do not require a lot of strength to use.  While puncture weapons do not require a lot of agility.  This can be done by use formulas to increase the amount of damage based on stats, similar to how it already works.


== Classes ==
== Classes ==
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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.
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.


Dependencies:
{|border="1"
!Stat
!Effect
|-
|Str
|Medium
|-
|Agi
|Medium
|-
|Vit
|None
|-
|Dex
|Low
|-
|Int
|None
|-
|Wil
|Low
|}
=== Puncture ===
=== Puncture ===


Weapons designed penetrate deep into your target.  Things like spears would belong to this category.  
Weapons designed penetrate deep into your target.  Things like spears would belong to this category.  
Dependencies:
Str: Low
Agi: High
Vit: None
Dex: Low
Int: None
Wil: Low


=== Blunt ===
=== Blunt ===


Blunt weapons neither cut, nor puncture the target.  But rather "Smashes" it.  Good for causing concision.  A Mace would fall into this.
Blunt weapons neither cut, nor puncture the target.  But rather "Smashes" it.  A Mace would fall into this.
 
Dependencies:
Str: High
Agi: Medium
Vit: None
Dex: Low
Int: None
Wil: Low
 


=== Precision ===
=== 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.
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.
Dependencies:
Str: Low
Agi: High
Vit: None
Dex: High
Int: Medium
Wil: Low


=== Polearm ===
=== 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).
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).
Dependencies:
Str: Medium
Agi: Medium
Vit: None
Dex: High
Int: None
Wil: Low


=== Ranged ===
=== Ranged ===


Ranged are anything that is thrown or shot at a target.  Mainly bows, but can include to crossbars, throwing knifes, etc.
Ranged are anything that is thrown or shot at a target.  Mainly bows, but can include to crossbars, throwing knifes, etc.
Dependencies:
Str: Medium
Agi: Medium
Vit: None
Dex: High
Int: None
Wil: Low


=== Absorb ===
=== Absorb ===


Absorb are mainly your shields.  Absorb can also include completely blocked attacks (prehaps though a special)
Absorb are mainly your shields.  Absorb can also include completely blocked attacks (prehaps though a special)
Dependencies:
Str: High
Agi: Medium
Vit: High
Dex: Low
Int: None
Wil: Low


=== Counter ===  
=== Counter ===  


Counters are best described as a defensive/offensive skill.  Can be things like parrying, also even turning your opponents damage back towards them.
Counters are best described as a defensive/offensive skill.  Can be things like parrying, also even turning your opponents damage back towards them.
Dependencies:
Str: Low
Agi: High
Vit: Medium
Dex: High
Int: Low
Wil: Low 


== Weapon Examples ==
== Weapon Examples ==
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These examples are all from my mind, and don't have to reflect the final implementation.  
These examples are all from my mind, and don't have to reflect the final implementation.  


2H Swords: Slice & Blunt
Long Swords: Slice
Swords: Slice & Counter
Short Swords: Slice & Puncture


Axes: Slice & Blunt
{|border="1"
Maces: Blunt
!Weapon
Staffs: Polearm & Blunt
!Class 1
Nunchukes: Blunt & Precision
!Class 2
Spears: Polearm & Puncture
!Note
Halberds: Polearm & Slice
|-
|2H Swords
Dagger: Slicer & Counter
|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.  :-)


(Note: Might be a good idea to keep arrows and bow apart, since blunt end arrows do exist)
== Comments ==
Bows: Ranged
Perhaps we can change the weapon system so that a weapon defines:
Arrows: Puncture
* 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


Throwing Knives: Ranged & Precision
So that makes ''A'',''D'',''S'', so:
Shields: Absorb
* Sword is (slice, puncture, stab), (piercing, slashing), (strength, dexterity, agility)
* Staff is (hit, counter, absorb), (blunt, magic), (intelligence, dexterity, strength)
etc.


As you can see, this system can account for about any weapon you can think of. :-)
I dunno --[[User:Blash|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. --[[User:Ceros|Ceros]] 11:37, 27 October 2009 (UTC)

Latest revision as of 15:38, 27 October 2009

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


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)