Chrono22
2009-08-02, 09:33 PM
I'm working on an rpg system, and I'm having trouble meeting one of my design goals. While it's a bit lower on the list than others, I want my weapon and skill descriptions to be in keeping with historical reality. While I've played RPGs for years, I don't have much experience actually using any of these weapons in combat.
Here's a short snip from my skills section on combat skills:
Axe - Axes have been used for millenia as tools of war. Their hooked heads and long hafts make them useful for disarming an opponent.
Special Qualities: A disarm attempt performed using the axe skill gains a +5 bonus.
Blade - Blades are the most diverse and numerous type of weapon in the world. The edge of a blade is used to slice and cut flesh, or to injure or impair an enemy.
Special Qualities: A called shot attempt performed using the blade skill gains a +5 bonus.
Bow - Bows use the stored potential energy of a strip of material to launch a projectile at an extremely high speed.
Special Qualities: A basic attack performed using the bow skill gains a +5 bonus.
Club - Clubs are very simple and straightforward implements and weapons. The handle acts as a lever, focusing an attacks force onto the blunt head of the weapon.
Special Qualities: A sunder attempt performed using the club skill gains a +5 bonus.
Exotic - Exotic weapons are unusual in design and function. Many allow an attacker to attack from unexpected angles and catch a defender unaware.
Special Qualities: A feint attempt performed using the exotic skill gains a +5 bonus.
Unarmed – Hand to hand combat, martial arts, and unarmed combat fall into the unarmed category. Specialists in the unarmed skill are especially good at defending themselves because of their heightened understanding of the principles of combat.
Special Qualities: A defense check performed using the unarmed skill gains a +5 bonus.
Polearm – A polearm is a close combat weapon in which the main striking part of the weapon is placed on the end of a long shaft, or the shaft itself, thereby extending the user's effective range. Polearms make particularly good tripping weapons due to their improved leverage.
Special Qualities: A trip attempt performed using the polearms skill gains a +5 bonus.
If you see any glaring problems with the way I've described weapon types, and their real counterparts, please say so.
Addendum: I know sundering objects has never been a real tactic in combat, but it's been a staple of fantasy combat long enough that I've included it. In this case, please disregard the unreality.
Here's a short snip from my skills section on combat skills:
Axe - Axes have been used for millenia as tools of war. Their hooked heads and long hafts make them useful for disarming an opponent.
Special Qualities: A disarm attempt performed using the axe skill gains a +5 bonus.
Blade - Blades are the most diverse and numerous type of weapon in the world. The edge of a blade is used to slice and cut flesh, or to injure or impair an enemy.
Special Qualities: A called shot attempt performed using the blade skill gains a +5 bonus.
Bow - Bows use the stored potential energy of a strip of material to launch a projectile at an extremely high speed.
Special Qualities: A basic attack performed using the bow skill gains a +5 bonus.
Club - Clubs are very simple and straightforward implements and weapons. The handle acts as a lever, focusing an attacks force onto the blunt head of the weapon.
Special Qualities: A sunder attempt performed using the club skill gains a +5 bonus.
Exotic - Exotic weapons are unusual in design and function. Many allow an attacker to attack from unexpected angles and catch a defender unaware.
Special Qualities: A feint attempt performed using the exotic skill gains a +5 bonus.
Unarmed – Hand to hand combat, martial arts, and unarmed combat fall into the unarmed category. Specialists in the unarmed skill are especially good at defending themselves because of their heightened understanding of the principles of combat.
Special Qualities: A defense check performed using the unarmed skill gains a +5 bonus.
Polearm – A polearm is a close combat weapon in which the main striking part of the weapon is placed on the end of a long shaft, or the shaft itself, thereby extending the user's effective range. Polearms make particularly good tripping weapons due to their improved leverage.
Special Qualities: A trip attempt performed using the polearms skill gains a +5 bonus.
If you see any glaring problems with the way I've described weapon types, and their real counterparts, please say so.
Addendum: I know sundering objects has never been a real tactic in combat, but it's been a staple of fantasy combat long enough that I've included it. In this case, please disregard the unreality.