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Weapons and other things.
Was talking to Pat today and he got me thinking about the whole weapon
thing again..joy. He made some really good points, ones that I
agree with, and got me thinkin on other things about weapons.
First off..d20 weapons..bad idea..they really should be limited to a
d12 damage. Why? 20 pts of damage is a schload of damage and shouldn't
be an amount of damage you can do buy going to a store and picking up
a 50sp weapon off the shelf. Unless people really object, I think I
will change it in the writeup to reflect this.
Next, how to price those spiffy weapons in terms of xp base cost. We
currently already have a 'multi-function' weapon in the game. The maroglave.
It can punch or slash, and its base cost is not the 240 that you'd
normally get by multiplying its max damage by 30. Instead its 270 to
reflect its versatility.
So my idea is this: weapons with special functions get their base cost
increased by some equivlant over the base damage. bleh that sounds
bad, here is an example.
The Halberd. 3 function weapon. 1) chop 2) poke 3) dismount.
We'll assume the highest damage it can do is 1d12 for the
chop(previously a d20), so generally speaking the base cost
is 360. However the poke of 1d8 bumps this up by another 30pts
for a BC of 390. Then the dismounting function ups this by another
30 for a base cost of 420.
The Pike. Base damage like 1d8 or so, so normally a BC of 240.
However because of its versaility and its not incredibly easy to
use in formation, we up the base cost by 30 for a base cost of 270.
Opinions?
Next one is impale and moving and attacking.
What about this, its a bit of Orion's suggestion and something I and pat
were thinking of.
You can move up to 3/4 of your movement and still get 1 normal attack
with combat mod. This is _NOT_ an impale.
To get the higher impale damage, you must spend a full round moving
at your maximum movement rate, and then you get the chance to impale,
and you add your combat mod to the hit. Or you can set your weapon
to receive someone charging at you. This allows you to use
your combat mod as well. Your movement however STOPS at the
victim of your impale, regardless of success.
Move through attacks, require 2 full rounds of movement to get
up the head of steam, and a movement of at least 80. The first
2 rounds are spent building up the necessary momentum and force
and then on the 3rd round you may move up, poke the SOD, and then
continue past. Your combat mod does apply to this attack. Also
after the attack, failed or succeding, you loose the momentum and
must spend another 2 rounds building up the steam.
Note for the purposes of "Full round of movement" we are not talking
about running in tight circles. May be a long arc around a room,
but not running in a 10 foot circle and then impaling someone.
Opinions?
Wright