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Azi Demonica

Azi Demonica

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Westenev said :
Azi, I'm just wondering if there's a way for your offense/defence system to be simplified further. Rather than separating the stats of every weapon, perhaps we need to go back to basics and simply look at the function every weapon provides.

Weapons can:
~ Pierce – Affects piercing damage (ie. bullets, rapiers, arrows, lance, and spear).
~ Slash - Affects slash damage (ie. scimitars and other bladed weapons). Can cause lacerations.
~ Crush - Affects blunt weapons (ie. polearms, clubs, maces and unarmed). Can inflict concussion.
~ Perform magical feats (affects any incoming or outgoing magical attacks)
~ Conduct (affects electricity/cold/heat resistance)

If you judged attacks using these five damage types, you could logically perceive guns, crossbows or arrows as longer ranged piercing weapons rather than their own category (which is what they do in a nutshell). Hallow tip would increase the Crush damage while reducing the pierce, while full metal jacket would increase the pierce. This would make the game more adaptable to modern scenarios.
Narrowing attacks and weapons into functions could work, but I need some time before I can try working it into the system, but it is important to have a difference between stabbing and piercing, otherwise we'll just have people poking through plate armor with a rapier.

23-Dec-2017 05:56:17

Westenev

Westenev

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Azi Demonica said :
Westenev said :
Azi, I'm just wondering if there's a way for your offense/defence system to be simplified further. Rather than separating the stats of every weapon, perhaps we need to go back to basics and simply look at the function every weapon provides.

Weapons can:
~ Pierce – Affects piercing damage (ie. bullets, rapiers, arrows, lance, and spear).
~ Slash - Affects slash damage (ie. scimitars and other bladed weapons). Can cause lacerations.
~ Crush - Affects blunt weapons (ie. polearms, clubs, maces and unarmed). Can inflict concussion.
~ Perform magical feats (affects any incoming or outgoing magical attacks)
~ Conduct (affects electricity/cold/heat resistance)

If you judged attacks using these five damage types, you could logically perceive guns, crossbows or arrows as longer ranged piercing weapons rather than their own category (which is what they do in a nutshell). Hallow tip would increase the Crush damage while reducing the pierce, while full metal jacket would increase the pierce. This would make the game more adaptable to modern scenarios.
Narrowing attacks and weapons into functions could work, but I need some time before I can try working it into the system, but it is important to have a difference between stabbing and piercing, otherwise we'll just have people poking through plate armor with a rapier.


Just consider a rifle bullet an OP (over powered) pierce, and a rapier a lower class pierce. For all intents and purposes, the only difference I can see between stabbing a piercing is the density of the material.

(I've edited that post since you commented)
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23-Dec-2017 06:07:48 - Last edited on 23-Dec-2017 06:11:46 by Westenev

Azi Demonica

Azi Demonica

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OK, I will reread your first post, and copy-paste some of the newer data to prove it:

". . .
This would make retire the following stats:
~ Thrust (thrown into pierce)
~ Firelock (thrown into pierce)
~ Cut (thrown into slash)
~ Concussive (thrown into crush)
~ Electicity (thrown into Conduct)
~ Cold (thrown into Conduct)
~ Heat (thrown into Conduct)
. . ."

Removing these features by merging them, then adding a new system to mention how much a weapon can pierce, seems to put us in the same problem. Thrusting a tip is not the same as swinging a fluke or spike, and a cut is not the same as a slash. I feel it's best to have specifics.



Oh, and as for modern threads, I feel a completely new system would be better.

23-Dec-2017 06:15:50 - Last edited on 23-Dec-2017 06:16:57 by Azi Demonica

Westenev

Westenev

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This is where I disagree - you should focus more on the results, rather than the actual motion. If a weapon goes into your target, it peirces them. If your armour is designed to absorb shock (ie. kevlar), pierce damage will be disipated.

From there, you can create exceptions using armour or weapon descriptions - IE. Kevlar has a high peirce protection, low durability and is only effective against peircing projectiles. These descriptions could be balanced between the GM and the player as new events unfold.
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23-Dec-2017 06:27:32 - Last edited on 23-Dec-2017 06:28:19 by Westenev

Azi Demonica

Azi Demonica

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I need help regarding subjects, I could not figure out how to incorporate suggested features.

~ Pierce damage –
These weapons dig into your target (ie. bullets, rapiers, arrows, lance, and spear).
How do you measure the probability of Pierce damage potential?

~ Slash damage -
These weapons slash and lacerate your targets (ie. scimitars and other bladed weapons).
What happens if you only drag an edge along armor? How do you differentiate between a slicing motion and a rabid swing?

~ Conduct -
Affects electricity/cold/heat resistance.
A gambeson would be like a winter coat, it keeps you warm, so makes sense to provide defences from freezing attacks, but cloth is flammable.

If you judged attacks using these five damage types, you could logically perceive guns, crossbows or arrows as longer ranged piercing weapons rather than their own category (which is what they do in a nutshell).
How do you measure the power of piercing of arrows and bolts?

23-Dec-2017 07:02:40

Westenev

Westenev

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I'm typing from a cellphone, so I'll keep this brief. This also means I'll have trouble meddling with numbers. For now, I can only add written suggestions.

Technically, cotton and leather are electrically conductive too, so would have low shock resistance. Perhaps they have a low conductive rating, with gamberson having a special description that makes it good for resisting the cold.

Plate armour typically protects from slash type attacks, doesn't it? How is it different from how it is currently? If a slash weapon only makes contact with the armour, wouldn't it stand to reason only the armour should take duribility damage?

I imagine the pierce potential would be measured by what the weapon is propelled by. This could be launched by an arm thrust, a horse charge, an English Longbow or a Musket. This would be countered by armour that can disapate the force. As you say, someone holding a Rapier would have difficulty peircing plate outright, right? This should also stop stupidity, like trying to throw your arrows into the enemy.
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23-Dec-2017 07:52:22 - Last edited on 23-Dec-2017 08:00:56 by Westenev

Azi Demonica

Azi Demonica

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If you're typing from a cellphone, don't worry about replying to me, wait till you get home, no worries, ok?

OK, I think that'd work for soft armor.

Well, you see, even a sharp sword slash can dent in a helmet a bit, for example. Even breastplates can be dented in from sharp swords. Yes, armor should take Durability damage, as even slashes can dent them and such.

Ah yes, that could be Speed of mount adding to Charge, for example. Yes, a rapier would just slide off any plate armor, as it just lacks mass to do anything. XD throwing your arrows at the enemy, I'd love to see someone try that...

OK, anyways, I think I understand a narrowed set of Armor stats. Thank-you West for your ideas, I will attempt to make changes immediately, and taking your advice, special descriptions/exceptions will also be used. In case there's something I miss, or something that is not explained, we will go by the thread's feature of RTD (real-time determination) which just gives power to the GM and players to sort things out.

23-Dec-2017 08:08:11

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