Rampant Games - Weapon Stats in RPGs
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November 10th, 2010, 14:15
This relates to something that I've always hated about some games. When the weapons are more important than the character. Instead of 'There goes Conan wielding his two-handed sword!' it turns into "There goes Megadestroyer being wielded by that human what was his name?". Weapons should complement your character(s), not the other way around.
But on the effect of damage and realism. Yes, realism needs to take a back seat for balance. Weapons need to be balanced against their usefulness. The idea is that every weapon should have a reason to be used. Most games force it into a 'class can only use this and this weapon' system, which is ok, but it doesn't necessarily have to be that way. Yes, a dagger does less damage, but maybe it has other inherent benefits like 'hide+10', so you would decide to give it to your sneaky members. An arrow also does less damage, but hey you can loose it from the safety behind the ranks. A spear should do more damage than dagger and arrow, and you could attack opponents 2 squares/hexagons/yards farther away. Swords then would do more damage than spears (for balance) but can only be used on direct melee, and, say, axes would do even more damage, but have a penalty to hit. Stuff like that.
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