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[FtA!] Variable Weapons and Armour

Started by RPGPundit, September 04, 2007, 04:01:07 PM

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RPGPundit

If FtA!, all the weapons and armour have values that are based on the weapons size or armor heaviness.  In other words, a one-handed battle axe does exactly as much damage as a one-handed sword.  And a medium chain main has the same damage resistance as a medium breastplate.

This system has its advantages and disadvantages.  It means that you won't be choosing a weapon you dislike over another you would see your character more likely to have just because the unliked weapon does one point more of damage.

On the other hand, it means that there won't be any real difference between using a sword vs. using a battleaxe vs using a mace, etc etc.

In any case, I was wondering if there were any ideas as far as making the weapons and armour variable by type?

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Skyrock

I'd keep it as it is. It is a nice change of pace compared to more usual fantasy RPGs, and it's definitively helpful to keep a game easy to access.

Maybe you could you use the value of the weapon as stunt bonus for actions for which they fit: Whips for disarming and bonding, maces and other brutal blunt weapons for stunning and clubbing prone, such stuff.
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Nicephorus

I'd just add a line to point out that weapons are going to vary in how easy various stunts are to going to be, so players should consider their character's fighting style when choosing weapons.  I wouldn't provide lists of modifiers because that doesn't fit the game's style, maybe an example or two.  Like, if you're trying to hook someone's leg or snag a rope, an axe is better than a sword.  But if you're trying to jab through a small opening, a sword is better.

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