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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

Yes, this would apply regardless of the form of transportation used.

Wright


> 
> 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
> > 
> > 
> 
>