Armaments?

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Armaments?

Post  A1C Bronymous on Tue Sep 04, 2012 12:12 pm

Could weapons be applied in this combat system, or is that something that falls into flavor text? I've run into several different NPC's with weapons, used to varying degrees effectiveness, and I thought, why should I have to fight with my hooves? The weapons could offer an additional attack, PiP neutral, for basic damage, and possibly some effects outside of combat.

Mostly this is because the item selection seems rather limited so far- clothing/armor or consumables.

A few ideas:
Horn-Mounted Dagger- Unicorn Only
1d4 damage
Focal Point- +2 to skill checks involving the use of magic.
An ornate dagger that fits securely around a unicorn's horn. It allows the wearer to better defend himself without the use of magic.

Guard's Saber
1d6 damage
Symbol of Respect- +2 to Persuasion skill checks
This saber is carried by Ranking Royal Guard NCOs and Officers.

Torpedo, Heavy- Pegasus or Winged Creature Only
1d8 damage
A heavy, shaped projectile that can be dropped on an enemy by an airborne Pegasus or other winged creature.

Torpedo, Piercing- Pegasus or Winged Creature Only
1d6 damage, target suffers 1 ongoing damage (save ends)
An aerial torpedo with a needle-like point and sharpened stabilizers, designed to cause severe trauma and bleeding.

Torpedo, Explosive- Pegasus or Winged Creature Only
2d6 damage to target, 1d8 damage to two adjacent enemies. Target and adjacent enemies are stunned for 1 turn.
A hollow torpedo filled with a volatile mixture that explodes and fragments on impact, dealing heavy damage and a concussive force within a small radius.
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Re: Armaments?

Post  Xel Unknown on Tue Sep 11, 2012 6:04 am

Bronymous wrote:
Horn-Mounted Dagger- Unicorn Only
1d4 damage
Focal Point- +2 to skill checks involving the use of magic.
An ornate dagger that fits securely around a unicorn's horn. It allows the wearer to better defend himself without the use of magic.
I'd love to use this add on... Sounds awesome.
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Re: Armaments?

Post  MirrorImage on Tue Sep 11, 2012 1:02 pm

This topic was going to come up eventually in the course of working on the Fallout Equestria setting, if that manages to keep going. The general idea there was that the Weapon would have its own moveset that still uses the PiP system and would either replace your normal moveset or expand upon it. For example, you might have:

Broadsword
An extremely large sword; difficult to handle, but devastating when it connects.
[+2] Glancing Blow: Deals 1d10 Damage to 1 creature.
[-5] Sweeping Blow: Deals 2d8 Damage to 1 creature and 2 creatures adjacent to it.

As a design principle if we went this route, I would lean more towards replacing the entire moveset rather than simply expanding on it to help keep items balanced (in that you balance them against themselves and other items, and not against the entire combat system). In addition, since they replace entire movesets, the powers can afford to be a little stronger, self balanced by the fact that you need to acquire the item first and you lose access to your normal talents while using it.
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Re: Armaments?

Post  A1C Bronymous on Wed Sep 12, 2012 7:10 pm

I don't think replacing the entire moveset is viable- Then you sacrifice ALL of the combo options and abilities for 2-3 generic hits. And at that point you get a case of "why bother?" Why bother swinging around this neat sword when I could just as easily rain lightning from the sky (or whatever the Players attacks might be) and do even more damage. But, say you just pulled a neat combo but the bad guy's still standing, and now your out of PiPs. One more hit might do the job, so you pull out your sword and hit him, no PiP cost, to try and end it. The way this combat system is designed, weapons are unnecessary at best, and in trying to incorporate them, they need to be supportive of the moveset in place. A Backup Plan.

But then again, if someone wants to Only use a weapon, then the null PiP cost would have to be offset by the weapon being less effective.
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Re: Armaments?

Post  AProcrastinatingWriter on Fri Sep 21, 2012 12:19 am

I know this isn't exactly the direction the topic is taking regards weapons, but just in case I've accidentally stumbled upon something useful here (doubt it)...

Heavy Axe: You take a -3 penalty to initiative rolls. However, all attacks you make deal 1d6 extra damage.

Assuming we'd put something like this into play, this would be a very weak weapon, maybe even a starting one in some games, but still.
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Re: Armaments?

Post  Xel Unknown on Fri Sep 21, 2012 12:30 am

It's a very nice weapon I'd say, regardless of how good it is... It's a great starting point for one. And I personally like it.
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Re: Armaments?

Post  A1C Bronymous on Fri Sep 21, 2012 12:55 am

It is kind of divergent, but that is a decent side effect for a weapon to have. My way would look something like this

Heavy Axe
3d6 damage
Take a -3 penalty to initiative.

Obviously it would do more damage.
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Re: Armaments?

Post  LoganAura on Fri Sep 21, 2012 9:33 am

Dan kinda did some armaments actually

Armor: Start battle with Resist 2

Spear/Cider Capsules: deal 1d4 extra damage on direct attacks

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Re: Armaments?

Post  A1C Bronymous on Fri Sep 21, 2012 3:24 pm

I'm not talking about armor, and as for weapons, if he already has a decent set of them (and they are actual weapons- cider capsules?), then these could be considered enhancements or even enchantment options.
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Re: Armaments?

Post  LoganAura on Fri Sep 21, 2012 3:38 pm

Cider Capsules were what I renamed them. Fire breather + Alcohol= more flames.

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