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Re: Weapon- & armour categorization

Posted: Wed Jul 04, 2012 10:26 pm
by sdevaney
Pyrizzle wrote:
No need to apologize. It was a tough one to describe.

Reminds me of Sepgiroth from the FF games. He had the giant sword of my unending destruction.
Close..... http://en.wikipedia.org/wiki/Sephiroth_(Final_Fantasy)

Re: Weapon- & armour categorization

Posted: Wed Jul 04, 2012 10:54 pm
by DarkSavant13
sdevaney wrote:
Pyrizzle wrote:
No need to apologize. It was a tough one to describe.

Reminds me of Sepgiroth from the FF games. He had the giant sword of my unending destruction.
Close..... http://en.wikipedia.org/wiki/Sephiroth_(Final_Fantasy)
I have no idea why your link didn't work, it looks ok to me. In any case, here is the image from the wiki.

Re: Weapon- & armour categorization

Posted: Thu Jul 05, 2012 1:16 am
by sdevaney
Wasn't trying to link an image, just noting that the spelling was off and to give reference for anyone unfamiliar.

But back on topic and all that....

I think starting with general categories such as swords, axes, clubs/mace and light, medium, heavy is the way to go. Adding refinement as necessary.

Re: Weapon- & armour categorization

Posted: Thu Jul 05, 2012 1:49 am
by Xero
tek wrote:
Ian wrote:I love the idea of arranging all weapons and armours!
What do you think about that:
If you use a two- handed weapon, you aren't able to wear a shield. So it would be nice if you had a skilll which allows you to hold for example a club, longsword etc. in only one hand. I suggest 3 levels. At the second level you can use longswords in one hand and in level 4, you can even hold a club/ axe in one hand. For this, a definition of the weapon weight would be very useful.
Two weapons in one hand? No way!
rofl!!!

On another note..I like the two handed weapon wield with one hand provided there is a drawback to doing so whether it is higher proficiency requirements, lower weapon stats, higher ap, ect

Re: Weapon- & armour categorization

Posted: Thu Jul 05, 2012 9:05 am
by DarkSavant13
sdevaney wrote:Wasn't trying to link an image, just noting that the spelling was off and to give reference for anyone unfamiliar.

But back on topic and all that....

I think starting with general categories such as swords, axes, clubs/mace and light, medium, heavy is the way to go. Adding refinement as necessary.
Sorry about that, misunderstood.

I also think a generalization to start is the way to go, with sub-categories as needed.

Re: Weapon- & armour categorization

Posted: Wed Jul 18, 2012 6:08 pm
by Ian
I found a new weapon type which hasn't been used so far but it might be useful for the future: a knife

Re: Weapon- & armour categorization

Posted: Fri Aug 03, 2012 11:23 am
by Johan
DarkSavant13 wrote:I have no idea why your link didn't work, it looks ok to me. In any case, here is the image from the wiki.
The last parenthesis isn't included in the link. Apparently it's because of a bug in phpBB (PHPBB3-8476) which I noticed when I previewed this post.

Here's a correct link by the way: http://en.wikipedia.org/wiki/Sephiroth_(Final_Fantasy)

Re: Weapon- & armour categorization

Posted: Sat Aug 04, 2012 7:02 am
by LordLancelot
Weapon categories:

1HS 1 handed slash: knife,dagger, short sword, broadsword, longsword, scimitar, falchion, Kris (waved dagger)
1HC 1 handed crush: Club, mace, morning-star, shield (when used to shield bash)
1hp 1 handed puncture: knife,dagger, rapier, short spear (1h spear), stiletto (dagger made for piercing attack vs chain mail)
2H Slash: 2H sword, Flamberge (waved 2h sword),
2h Crush: Staff, 2h mace, Flail (2h morning star),
Pole arm: 2h Spear, Halberd, Lucerne hammer

Armor Categories:
Shield
Leather
Chain
Plate

Than you can have weapon skills: 1HS, 1HC, 1HP, 2H, 2HC, pole arm
that increase the effectiveness of all weapons in their categories. (1 skill rank up the damage by 2 and increase the bonus AC of the weapon by 1.25 (if any), 2 rank +4 damage total and 1.5X AC bonus)

Same with Armor skills it increase the effectiveness of the armor worn. (1 rank can give 1.1X, 2 rank 1.2x and so on the block bonus and dr (if any), and reduce the minus of the other stats)

if you want to have 1 weapon in each hand, it best to have both in the same skill categories.

I would make 2 weapon fighting hit 2 monster at same time, and when only one monster do 1.5X AD.
I would make 2 handed weapons do increase AD damage base on their AP cost 5 ap cost should do 3X ad, 6ap should do 4X AD, 7+ ap cost should do 5X AD
The increase damage is to balance the lost attacks and AD vs bare hand or QS dagger.

P.S.
When you see a weapon like Knife, Dagger in 2 categories, it mean it can be used with more than one weapon skill.

Re: Weapon- & armour categorization

Posted: Sat Nov 03, 2012 1:11 pm
by freanceman
Ian wrote:I found a new weapon type which hasn't been used so far but it might be useful for the future: a knife

post the picture of your weapon here, so we can see it.

Re: Weapon- & armour categorization

Posted: Sun Nov 04, 2012 1:33 am
by Pyrizzle
freanceman wrote:
Ian wrote:I found a new weapon type which hasn't been used so far but it might be useful for the future: a knife

post the picture of your weapon here, so we can see it.
Welcome to the forums Freanceman!