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Post by DrukenHammer on Dec 12, 2008 22:03:33 GMT -5
Hey, Lurid! Do you have the missile weapons stuff? I'm trying to work stuff out in dummy battles.
I implore everyone to create a character and start sparring in the arena that's set up... you know... where I've been fighting Lurid for about five years. We can use this thing to help develop the battle system with weapons and everything.
And go ahead an check out the armor stuff. I need more feedback!
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Post by Zain Winters on Dec 13, 2008 23:39:22 GMT -5
if you mean missles as rocket launchers your in the WRONG game, but im sure you mean arrows and stuff, we just got done adding a good portion to it, *thrusts finger towards Lurid* tell him a bout it!!
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Post by Lurid Sorcerer on Dec 14, 2008 1:07:47 GMT -5
Missle Weapons: ---------------
Bows: ----- Bows have a variable called "pull." This is how tight the string is. The higher this is, the more strength is required to use the bow, and the more damage the bows does. If the strength requirement is not met, the bow cannot be used. If the strength requirement is exceeed, then no benefit is gained; it always does damaged based on the bow's pull. The pull can be increased, but it is limited by the material the bow is made of. It can also be decreased to make it easier to use. Perhaps arrows move to fast to be dodged? The arrows used will also have an effect on the amount of damage dealt.
In combat, the character's accuracy with the bow is rolled and the arrow's damage bonus is added to the numer of successes. For instance, a character with a bow with a pull of 3 and arrows that deal 1 additional damage will roll 3 dice, count the number of successes, and add the arrow's 1 damage.
Example: A character that has 3 accuracy with the bow will roll accuracy normally. When its time to roll damage, the bow's pull is rolled, then the arrow's damage bonus is added to the number of successes.
Throwing daggers, darts, etc. ----------------------------- ACC modifiers and strength requirements are determined by the weight of the weapon. (We never figured out any specific examples...) We also weren't sure if we should do weapon proficiencies by weight (light, heavy) or category (dart, shuriken, axe). Either way, each weapons should have an amount of damage that they do.
In combat, they act like bows used to: Roll accuracy, re-roll the successes and count the new successes. Add the weapon's damage modifier to these successes and you have the damage dealt by the projectile.
Example: Suppose a character has throwing daggers and his accuracy with them is 4. To attack, he rolls this to see if he hits. If he does, he rolls a number of dice equal to the number of successes he just got. This number of successes is added to the weapon's damage modifier, giving the amount of damage he dealt.
Crossbows: ---------- Didn't bother to work it out.
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