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#1171 - 01/31/08 03:09 PM
Re: carpentry
[Re: Kim]
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Cerberus
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Registered: 11/28/07
Posts: 608
Loc: Arlee, MT, USA
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Good point, and entirely true. I'm just musing aloud here, so take it with a grain of salt, but what if weapon making worked this way:
Materials ========= The material you use adds some level of whatever the crit type innate to that material type is. It is modified by the weapon type you're making, such that javednite's "bone-breaking" crits are better on weapons that do "crushing" damage. Crit types that don't have clear affinities would add a static amount of damage. In this case it's the material you're making a weapon out of having an affinity for the type of damage the weapon you'll be making has an affinity for that matters.
Runes ===== The runes that add effects (hit bonus, parry bonus) would add those effects based on weapon type, and ignore mineral. For instance, if a rapier has an innate parry bonus of 5, a parry rune on it will increase it by 5% more than if it is added to a knife with 0 innate parry bonus (keep in mind I made these numbers up) or a hammer with -10 innate parry bonus. In this case, as the mineral case above, the synergy between the weapon type and the rune effect is what matters.
Runes that add damage types would take into account the size of the weapon, not whether the weapon already had the damage type on it. For instance if you made a platnite two handed polearm and added an energy rune you'd get a better bonus than if you took a platnite shortsword and added an energy rune. In this case it's the size of the weapon that matters rather than the weapon itself (this would pave the way for storm-giants carrying giant-sized daggers, and sprites carrying halfling-sized spears)
Puissance ========= I've gone back and forth on this one in terms of ideas. First I thought instead of adding a min and max range boost it could add just a max range boost. Then I thought the size of weapon should matter so smaller weapons got a larger boost and large weapons got a smaller boost. Then I thought the synergy of a weapon should matter so weapons with very streamlined damage types got a large boost and weapons all over the board got very little boost. Then I thought I'd just vomit up all these ideas and see if anyone wanted to sift through them.
Suffice to say, I don't have any idea I think is very good.
Accuracy ======== I think this should stay as a static bonus to any weapon. It's too good to marginalize toward anything but mediocrity, and it's not good enough to have a lot of leeway in marginalizing it in the first place. If anyone's got good ideas, I'm all ears.
True Weapon =========== True weapon should bring out the best of a weapon rather than just making it hit harder. For instance, a true'd two handed staff should have a vastly different set of effects than a true'd scimitar. So maybe a true'd staff acts as a hit point battery for its wielder, taking the staff's stored hp before the wielder, and the scimitar can 'dance', calling a living weapon copy of itself.
Basically the idea here is to make different weapons markedly different when it comes to their build. I know that's already the case (truly skilled weapon crafters can change your experience gain by a factor of 10, I've found), so I don't know what I'd be trying to accomplish with all this.
Just some ideas I guess.
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