Difference between revisions of "Charlequin/ArmsAndArmorSystem"
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I have started a project like this on my own then I found this one. Charlequin I hope you don't mind but I am going to use some of the same point values that you have. My project is still in the works however and its a lot broader then this, lets hope its as balanced as this set up. [[Alabrax]] | I have started a project like this on my own then I found this one. Charlequin I hope you don't mind but I am going to use some of the same point values that you have. My project is still in the works however and its a lot broader then this, lets hope its as balanced as this set up. [[Alabrax]] | ||
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Revision as of 15:23, 25 January 2005
Contents
Arms and Armor
Making a Mundane Weapon
To begin making a mundane weapon, start with all stats (accuracy, damage, speed, rate, and defense) at 0. Begin with a number of points based on the "cost" of the weapon, as follows:
- Resources o: Up to 15 points.
- Resources oo: Up to 25 points.
- Resources ooo: Up to 35 points.
Spend these points in the following manner:
- +1 rate: 4 points
- +1 accuracy: 3 points
- +1 defense: 3 points
- +1 speed: 1 points
- +1L damage: 2 points
- +1B damage: 1 point
- + Piercing: 6 points
- Str/Dex/MA minimum of 3: -2 points each
- Str/Dex/MA minimum of 4: -4 points each
- Str/Dex/MA minimum of 5: -6 points each
-- INSERT STANDARD WEAPON CONVERSIONS HERE --
Making a Standard Artifact Weapon
When creating an artifact weapon, begin by creating the "standard" version. This is what the most basic artifact version of that weapon will look like.
To do so, begin with the weapon's basic stats, then spend upgrade points. Begin with 23; spend them as follows:
If a standard version of a weapon does bashing damage but the artifact does lethal, the new version does one-half of that amount in Lethal damage (before adding points), rounded down.
Observe the following limits to stat increases using this system:
- No more than +4 to accuracy
- No more than +4 to defense
- No more than +6 to damage
- No more than +6 to speed
In general, the points should be distributed to further improve the weapon's strong points, and only secondarily shoring up its weaker points -- a weapon's artifact version should closely resemble its mundane version in style.
The Artifact rating of such a weapon is --COME BACK AND INSERT THIS LATER --
The standard artifact weapons, adjusted using this system:
Weapon Spd Acc Dmg Def Rate
Daiklave +7 +3 +6L +3 5 (+1 def) Grand Daiklave +11 +2 +12L +0 3 (+1 spd, +1 def) Reaper Daiklave +9 +4 +4L +1 4 (no change) Reaver Daiklave +6 +3 +9L +0 4 (-1 spd) Short Daiklave +3 +4 +4L +1 5 (-1 rate) Direlance +14 +2 +9L +3 3 (+2 spd) Goremaul +8 +1 +8L +2 4 (+1 spd, +2L, +1 def) Grand Goremaul +10 +0 +9L +1 3 (special case) Grimcleaver +5 +2 +8L -1 4 (no change) Razor Claws +0 +1 +5L +1 7 (+1 rate) Seven Section Staff +4 +1 +5L +3 4 (+1 speed, +1 acc)
And a few examples of new artifact weapon versions of mundane weapons:
Baneedge +2 +2 +4L +0 6 (+2 spd, +1 acc, +2L, +2 def, +2 rate) Doomchain +6 +0 +5L +4 3 (+3 spd, +1 acc, +3L, +2 def, +1 rate) Dreadpole +12 +4 +11B +4 3 (+4 spd, +1 acc, +4B, +2 def, +1 rate) Grand Grimcleaver +8 +2 +12L -2 3 (+4 spd, +1 acc, +6L, +1 rate) Hooked Daiklave +7 +1 +5L +5 5 (+3 spd, +2 acc, +2L, +2 def, +1 rate) Wicked Sai +3 +1 +4L +5 5 (+3 spd, +1 acc, +2L, +3 def, +1 rate) Woeful Wheel +0 +4 +0L +5 6 (+2 acc, +3 def, +2 rate)
The stats for Grand Goremaul are left unaltered here; the Power Combat stats for the Tesubo bear little relation to them, and so there's no easy way to create an accurate Grand Goremaul using this process.
Making a Fancy Artifact Weapon
-- INSERT MORE HERE --
Coming Soon
Armor!
Comments
While I'm not about to get into the nitty-gritty of balancing equipment bonuses against Artifact dots (mainly because I'm lazy and it has no bearing on my game now that we're past character creation), I suspect that Accuracy is a bit undercosted in this schema when compared to lethal damage. Given that each extra point of Accuracy equates to another point of damage on a successful hit, and also increases the chance of hitting, Accuracy might be better served with a higher cost. Also, shouldn't Accuracy be cheaper for weapons that do Bashing damage? - Quendalon
- Accuracy is, in general, not as good as damage. While it's always nice to hit, on average, every two accuracy will result in an increase to damage of 1. Now, since hitting (for a little) is better than not hitting (for alot) You can't convert it on a 2 to 1 basis, which the original set of artifact creation rules tried to do. This seems fine to me, I guess. Though I still have problems with the reaper Daiklaive having less rate than the normal one. - Scrollreader
- My feeling is that accuracy is, in general, slightly better than damage. On the one hand, it boosts damage -- each 2 points of accuracy basically translates into 1 level of damage (on average) when you hit. However, Accuracy also gives you an additional boost in that it makes hitting more likely. I felt like 1 acc = 1.5 damage was a good middle ground.
I was wondering if you were planning on comming back to this project ever? - Malikai
I have started a project like this on my own then I found this one. Charlequin I hope you don't mind but I am going to use some of the same point values that you have. My project is still in the works however and its a lot broader then this, lets hope its as balanced as this set up. Alabrax