YPU
2009-07-30, 09:13 AM
Ive been mulling over a RPG system for some time. Now of course this project is probably never going to see a shimmer of daylight, but I would like your opinion on this idea non the les, just as a creative exercise.
In this system weapons are made up of descriptors.
One trains in descriptors by sticking points in them and gains a +1 for each point trained.
Somebody could for instance have edged 2 and pointed 1 a one handed sword, which has the descriptors edged and pointed would thus be at +3 for attacks. You gain a -1 penalty for each descriptor in which you are not trained. Thus if this fighter was to use a dagger which is small, pointed, edged he would only get a +2.
The idea is that weapons which are more difficult to use are the most effective when fully mastered due to their versatility. However any descriptor can be a hindrance if one is not trained in its use.
Almost every weapon has descriptors.
Descriptors depend on size shape and use. The standard here is a blunt one handed weapon that is not balanced. Thus a simple club, the most basic of weapons, has no descriptors.
Some descriptors will have additional effects, such as small weapons doing les damage but being easier to conceal. Large weapons will deal more damage of course.
Descriptors:
edged: Using a weapon with a blade is slightly harder as one needs to bring the sharp edge to bear rather then the blunt side.
Balanced: most weapons are crafted to be partially balanced however they still carry more weight at the business end due to leverage or build. A sword for instance cant be stopped in mid swing without some strain. A balanced weapon can be controller much more easily due to design and build thus allowing for more flexible movement.
pointed: the weapon has a sharp top end and can be used to stab, a very different way of attacking then swinging.
Flexible: the weapon is extremely bendable, it might contain rope or chain in between the handle and the business end. A flail for example. This makes blocking a lot harder.
Large: the weapon is larger and requires two hands to use.
Small: the weapon is smaller then your average club and generally has decreased reach, it small size and light weight allow it to be handles fast and nimble, making it very usefull at extremely close ranges.
Cumbersome: there was no intention of balance in this weapon, it was designed to hit hard and heavy.
Defensive: the weapon has a guarding component or is bended so that it offers superior defense besides the normal attack.
Hooked: the weapon has a hook, such as a sickle or scythe making it more effective on trips disarms and similar attacks.
switching: the weapon can be folded into a smaller of different shape, quickly changing between the two modes can surprise the enemy. These weapons tend to have two different stat lines for different modes, you can switch them for free during any action, but only once per action.
Pole arm: a large part of the weapon is a shaft for holding it. This allows for blocking and significant shifting of the hands. Most pole arms are two handed, but not all.
Double: the weapon has multiple sides that can be used as a weapon. If they are different each side has its own stat line.
Catching: some weapons have special prongs or slits that are designed to help with disarming the opponent.
Long: the weapon is designed to be used at a distance, such as most spears.
Short: the weapon is designed to be used very close to the wielder, such as a dagger.
Custom descriptors: some weapons have special descriptors that do not have any direct effect in combat, but might be significant in some other way. A weapon might be s badge of office, such a katana’s were for samurai. A fan might have a descriptor that allows it to improve wind based powers, it might even be a prerequisite.
Now my question to you guys is this, do you see any merit in this? Any obvious flaws? Also, what descriptors do I miss to encompass all mellee weapons? Any big groups I have not covered.
So, try to stat up your favoured over the top flashy weapons and see if anything is missing.
A side note, I am thinking of implementing a battle grid with shorter distances then normally used, this way a normal sword would have reach 1 and a dagger would have reach 0. every squire the target is inside the reach you get a -1 somebody standing right against you stabbing you with a dagger can be hard to with a sword after all.
In this system weapons are made up of descriptors.
One trains in descriptors by sticking points in them and gains a +1 for each point trained.
Somebody could for instance have edged 2 and pointed 1 a one handed sword, which has the descriptors edged and pointed would thus be at +3 for attacks. You gain a -1 penalty for each descriptor in which you are not trained. Thus if this fighter was to use a dagger which is small, pointed, edged he would only get a +2.
The idea is that weapons which are more difficult to use are the most effective when fully mastered due to their versatility. However any descriptor can be a hindrance if one is not trained in its use.
Almost every weapon has descriptors.
Descriptors depend on size shape and use. The standard here is a blunt one handed weapon that is not balanced. Thus a simple club, the most basic of weapons, has no descriptors.
Some descriptors will have additional effects, such as small weapons doing les damage but being easier to conceal. Large weapons will deal more damage of course.
Descriptors:
edged: Using a weapon with a blade is slightly harder as one needs to bring the sharp edge to bear rather then the blunt side.
Balanced: most weapons are crafted to be partially balanced however they still carry more weight at the business end due to leverage or build. A sword for instance cant be stopped in mid swing without some strain. A balanced weapon can be controller much more easily due to design and build thus allowing for more flexible movement.
pointed: the weapon has a sharp top end and can be used to stab, a very different way of attacking then swinging.
Flexible: the weapon is extremely bendable, it might contain rope or chain in between the handle and the business end. A flail for example. This makes blocking a lot harder.
Large: the weapon is larger and requires two hands to use.
Small: the weapon is smaller then your average club and generally has decreased reach, it small size and light weight allow it to be handles fast and nimble, making it very usefull at extremely close ranges.
Cumbersome: there was no intention of balance in this weapon, it was designed to hit hard and heavy.
Defensive: the weapon has a guarding component or is bended so that it offers superior defense besides the normal attack.
Hooked: the weapon has a hook, such as a sickle or scythe making it more effective on trips disarms and similar attacks.
switching: the weapon can be folded into a smaller of different shape, quickly changing between the two modes can surprise the enemy. These weapons tend to have two different stat lines for different modes, you can switch them for free during any action, but only once per action.
Pole arm: a large part of the weapon is a shaft for holding it. This allows for blocking and significant shifting of the hands. Most pole arms are two handed, but not all.
Double: the weapon has multiple sides that can be used as a weapon. If they are different each side has its own stat line.
Catching: some weapons have special prongs or slits that are designed to help with disarming the opponent.
Long: the weapon is designed to be used at a distance, such as most spears.
Short: the weapon is designed to be used very close to the wielder, such as a dagger.
Custom descriptors: some weapons have special descriptors that do not have any direct effect in combat, but might be significant in some other way. A weapon might be s badge of office, such a katana’s were for samurai. A fan might have a descriptor that allows it to improve wind based powers, it might even be a prerequisite.
Now my question to you guys is this, do you see any merit in this? Any obvious flaws? Also, what descriptors do I miss to encompass all mellee weapons? Any big groups I have not covered.
So, try to stat up your favoured over the top flashy weapons and see if anything is missing.
A side note, I am thinking of implementing a battle grid with shorter distances then normally used, this way a normal sword would have reach 1 and a dagger would have reach 0. every squire the target is inside the reach you get a -1 somebody standing right against you stabbing you with a dagger can be hard to with a sword after all.