Fighting system proposal
Moderator: Gamemasters
Fighting system proposal
Since basically 2 swords dominates any other weapons in terms of power, I think this needs to be adressed. Practically every other weapons system is useless compared. I got a few ideas that hopefully makes other weapons a bit more fun to be played, which mostly require only weapon stat changes.
1.Every other weapon except 1h swords,mace, and daggers are too slow. Since many weapons have little to no defense, the time that would spent spent on defending with this weapon is negligable (e.g.morning star), and should be sped up. (Using 1 as base factor for adjustment)
1a.Single handed swords-offers a balance of 1speed,1parry,1power
1b.Single handed axes - chaos weapons, .75speed, .25 parry, 1.5power.
1c.Single handed concussion-shield combo, .75speed, 0-.25parry, 2 power
1d.Shield-3+parry
1e.Dual wield 150% of total weapon stats.
2.Two handed weapons- war hammer, bastard sword, and zweihander are all very powerful weapons! With a good blow from a trained man, one shot from these can kill an armored opponant. Now we play a game, so fine. I would recommend the following:
2a.Zweihander- .75speed, 1.25parry, 4power
2b.Bastard sword-1speed,1.75parry,2.5power
2c.War hammers- No non-magical weapon should match this in sheer damage. Speed seems alright, a landed blow from this should be dangerous. .5speed,1parry,9power
2d.Two handed axes- .5speed, 1.25parry,6.5power
2e. Staves-1.5 speed, 2.5 parry, 1power
3.Conc armor =Should rely on armor flexibility stat, a more rigid armor has higher chances of deflection, and blocks blunt trauma considerably. Heavier armor is going to lessen the chances of defense against any slower mass weapons.
4.Ranged and puncture weapons- Should almost completely rely on critical hits for kills, highly increased critical hit likelihood.
4a.short bows-1.5 speed, 0parry, 1 power, x2 power on crit
4b.long bows-1 speed, 0parry, 2 power, x2 power on crit
4c.crossbow-.5 speed, 0 parry, 5 power, x2 power on crit
4d.daggers-2 speed, .5 parry, .5 power, x3 power on crit
4e.rapier-1speed, .75 parry, 1 power, x3power on crit
Clearly adjustments per weapon, and testing would be necessary. I used mainly time x power = damage
1.Every other weapon except 1h swords,mace, and daggers are too slow. Since many weapons have little to no defense, the time that would spent spent on defending with this weapon is negligable (e.g.morning star), and should be sped up. (Using 1 as base factor for adjustment)
1a.Single handed swords-offers a balance of 1speed,1parry,1power
1b.Single handed axes - chaos weapons, .75speed, .25 parry, 1.5power.
1c.Single handed concussion-shield combo, .75speed, 0-.25parry, 2 power
1d.Shield-3+parry
1e.Dual wield 150% of total weapon stats.
2.Two handed weapons- war hammer, bastard sword, and zweihander are all very powerful weapons! With a good blow from a trained man, one shot from these can kill an armored opponant. Now we play a game, so fine. I would recommend the following:
2a.Zweihander- .75speed, 1.25parry, 4power
2b.Bastard sword-1speed,1.75parry,2.5power
2c.War hammers- No non-magical weapon should match this in sheer damage. Speed seems alright, a landed blow from this should be dangerous. .5speed,1parry,9power
2d.Two handed axes- .5speed, 1.25parry,6.5power
2e. Staves-1.5 speed, 2.5 parry, 1power
3.Conc armor =Should rely on armor flexibility stat, a more rigid armor has higher chances of deflection, and blocks blunt trauma considerably. Heavier armor is going to lessen the chances of defense against any slower mass weapons.
4.Ranged and puncture weapons- Should almost completely rely on critical hits for kills, highly increased critical hit likelihood.
4a.short bows-1.5 speed, 0parry, 1 power, x2 power on crit
4b.long bows-1 speed, 0parry, 2 power, x2 power on crit
4c.crossbow-.5 speed, 0 parry, 5 power, x2 power on crit
4d.daggers-2 speed, .5 parry, .5 power, x3 power on crit
4e.rapier-1speed, .75 parry, 1 power, x3power on crit
Clearly adjustments per weapon, and testing would be necessary. I used mainly time x power = damage
Currently the effekt of the skill is different for every weapon kind.
While single handed weapons are nicely useable from the very beginning
on, two handed swords or dual weapons need a high skill to become
useable.
I fear that change will in general just shift the main used weapons from dual weapons to two handed weapons. And everyone will use two handed
weapons at the end.
Is this really the target?
Nitram
While single handed weapons are nicely useable from the very beginning
on, two handed swords or dual weapons need a high skill to become
useable.
I fear that change will in general just shift the main used weapons from dual weapons to two handed weapons. And everyone will use two handed
weapons at the end.
Is this really the target?
Nitram
So, is it true that two swords in the hands of a more skilled fighter will clearly overcome any other weapons?Nitram wrote:Currently the effekt of the skill is different for every weapon kind.
While single handed weapons are nicely useable from the very beginning
on, two handed swords or dual weapons need a high skill to become
useable.
And is different armor important for fighting with particular weapons (so some weapons need more moveability ergo lighter armor)?
- Richard Cypher
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I don't think people can take that many hits from harder npc's like demon skeletons, since they are getting 4x more parry from a sword and shield, and look at how many times you miss hitting those things! Sorry but from my experience, anything but 2 swords or 1 sword 1 shield combo is painfully useless currently, I think alot of people would agree.Nitram wrote:Currently the effekt of the skill is different for every weapon kind.
While single handed weapons are nicely useable from the very beginning
on, two handed swords or dual weapons need a high skill to become
useable.
I fear that change will in general just shift the main used weapons from dual weapons to two handed weapons. And everyone will use two handed
weapons at the end.
Is this really the target?
Nitram
Daggers IMO are better than swords at high levels. Staves are great at a high skill. As are two-handers. I do think maces and morning stars are a tad bit slow. Different stats will make you better with different weapons.Gro'bul wrote:I don't think people can take that many hits from harder npc's like demon skeletons, since they are getting 4x more parry from a sword and shield, and look at how many times you miss hitting those things! Sorry but from my experience, anything but 2 swords or 1 sword 1 shield combo is painfully useless currently, I think alot of people would agree.Nitram wrote:Currently the effekt of the skill is different for every weapon kind.
While single handed weapons are nicely useable from the very beginning
on, two handed swords or dual weapons need a high skill to become
useable.
I fear that change will in general just shift the main used weapons from dual weapons to two handed weapons. And everyone will use two handed
weapons at the end.
Is this really the target?
Nitram
I don't know, but it seems a bit obvious that a high strenght fighter would be able to fight well with concussion, while an agile one with daggers..Gro'bul wrote:Where is this thing with stats posted? Or at a certain level do you get this? How are people supposed to know this stuff?
I'm not sure if it is REALLY the case IG, and it'll be nyce if someone clarifies it.
- Juliana D'cheyne
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Is there anything transparent in Illarion?
Would it be good if there is that much transparency?
Its not the problem to give you informations about the different systems.
But do you really want them? You should see what you get and what you
loose.
You get the knowledge how everything works. You know how you have
to set up your characters to get strong and mighty. But everyone will
know this then. And everyone will set up characters who have perfect
attributes.
Is it that what you want? The fighting system is completly logicial. It was
said a few times in that topic how it works and it was absolutly correkt.
Grobby asks how you should know this. Take Lrmy. He tested it. Why
don't you just ask his fighter character. Or the character of Juliana?
Is it that difficult to do this?
And Miklorius. The reason that you realize no changes at the fighting
system is that there are no changes.
Nitram
Would it be good if there is that much transparency?
Its not the problem to give you informations about the different systems.
But do you really want them? You should see what you get and what you
loose.
You get the knowledge how everything works. You know how you have
to set up your characters to get strong and mighty. But everyone will
know this then. And everyone will set up characters who have perfect
attributes.
Is it that what you want? The fighting system is completly logicial. It was
said a few times in that topic how it works and it was absolutly correkt.
Grobby asks how you should know this. Take Lrmy. He tested it. Why
don't you just ask his fighter character. Or the character of Juliana?
Is it that difficult to do this?
And Miklorius. The reason that you realize no changes at the fighting
system is that there are no changes.
Nitram
No, I guess we want no statistics etc. And my comment about changes means that you cannot be shure that maybe there were changes in the past and everything is different now.
A problem is that everybody can come up with it's own logic.
Person 1: "Well, IMO weapon A should be faster than B if I am wearing C"
Person 2: "BS! Weapn A ist maybe faster, but obviously not stronger than B, because you are wearin armor C".
I remember that I was testing weapons on Trolls a few month ago and the results were not like I expected (ergo: not logic for ME).
A problem is that everybody can come up with it's own logic.
Person 1: "Well, IMO weapon A should be faster than B if I am wearing C"
Person 2: "BS! Weapn A ist maybe faster, but obviously not stronger than B, because you are wearin armor C".
I remember that I was testing weapons on Trolls a few month ago and the results were not like I expected (ergo: not logic for ME).
- Taeryon Silverlight
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- abcfantasy
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