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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
> 
>