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Re: Weapons and other things.
I'm just not sure why we have to set a minimum speed on a move through.
Technically, you could do a move through at almost any speed. Also, does
this building momentum signify that it takes a couple rounds to accelerate
no matter what type of transportation you are using?
Foo
On Wed, 19 Aug 1998, Wright Frazier wrote:
>
> 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
>
>