Conversation started Sep 30, 2014 at 22:14.
Sep 30, 2014 22:14
Suddenly, a thought: no weapon skills. (No Bow or Blade, no Ranged or Melee.) Instead, you have various other skills (e.g. Quickness, Toughness, Smarts), and you have a weapon. When you perform actions using your weapon, either: (a) you pick a justifiable skill and apply it, or (b) your weapon is keyed to a single, or two, skills, and you attack, defend, etc with its keyed skills.
Interesting, that could work well.
\o/ I'm glad you think so.
Notion: use the six D&D ability stats as inspiration for the skills.
Other notion: magic works the same way: to cast a spell you need an implement to channel through, and each implement is tied to a skill or two.
@BESW i will, but I'm also going to look to games without that weird wis/int overlap or etc
e.g. Dark Soul's stats: darksouls.wikidot.com/stats
@BESW Yes, exactly! And unarmed combat works the same way: your fists are your weapons.
So you can pick up a Faith-tied staff, but if you dumped your Faith stat... why?
Sep 30, 2014 22:19
If necessary this leaves me room to add a layer or two to weapons, e.g. designating them as 'blunt-force' or 'sharp' if there's mechanical use for it.
On the other hand, a big brawny fighter might find a lot of use in a Vitality-tied amulet.
@BESW Characters pick the attuned skill, I think. Or, if there's 2-3 attuned skills, the GM could pick one.
but also if you dumped your Faith stat, you're probably not the guy the GM put the staff there for.
e.g. big brawny brawler holding a staff going "I WILL BE THE STRONGEST WITH THIS" whilst the cleric is weeping and begging for it. "NEVER! YOU ARE NOT THE STRONGEST."
"I FEEL DIVINELY INSPIRED TO HIT THINGS REALLY HARD WITH THIS DELICATE WOODEN INSTRUMENT!!"
for the most part, though, if the characters are going to have this equipment for a while, I think weapons should have large blanks for the players to fill in with what they really want from their weapon.
the GM makes a suggestion by filling in less than half the blanks.
Sep 30, 2014 22:35
Sounds good.
 
1 hour later…
Sep 30, 2014 23:36
thoughts: if we're limited to 3 pieces of armor, then...
the magic user might have a staff + two pieces of armor.
the rogue might have a piece of armor + two daggers. (or, two pieces of armor, plus two daggers modelled as one weapon.)
the ranger, however, may want a sword and a bow. or the barbarian may want a big axe and also a big hammer.
the ranger and barbarian will probably only have one weapon out at once, and a weapon's stunts only apply to things you're doing with that weapon.
thus, the ranger and barbarian may have greater versatility than their companions, but they pay for it by having fewer items active at once.
(alternately, consider the Knight who can either wield his Shield and Sword, or his Greataxe, but not both.)
I wonder if I should do something about this. Should people have, say, 3 active item slots and 2 reserve item slots? Reserve slot items do nothing, they're just there and available. That way the people who want multiple weapons can do that, whilst still perpetually being able to have three items active.
So equipment moves from a "3 items total, all of them always active" model from "5 items total, pick 3"
... reserve could also be used for fantastic equipment, like Richor's Superascending Grappling Rope Gun.
 
Conversation ended Sep 30, 2014 at 23:44.