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Dark Gate OOC Thread


Unknown Squid

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Re: PbP Interest Check(And OOC Thread)

On a very minor note regarding the existing system, I do think that giving the mentioned slightly limp two handed weapons a quick patch to boost them up wouldn't hurt and might be appreciated by a few. A two handed weapon really does need to be able to either achieve a reasonable amount more damage, have better range, or possess some other utility to compensate for the lack of free hand and the comparative cumbersomeness of lugging them around. (even if encumbrance is an RP only thing scarcely considered, it does still factor a bit.)

I'd give some more specific suggestions, but lack the time.
 

SilentSilth

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Re: PbP Interest Check(And OOC Thread)

I actually enjoy the new changes to weapons. I honestly didn't pick anything up because nothing appealed to my character's fighting style... or really would have helped that much.
 

Termite

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Re: PbP Interest Check(And OOC Thread)

Question: Will the skill Shield Cover also prevent an enemy from grappling you? I know it says prevent damage and all negative effects, but I still want some confirmation.
 
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Tassadar

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Re: PbP Interest Check(And OOC Thread)

Alright. As I prepare to patch weapons, I must ask the question: What would people prefer melee damage to be based on: Body/3, or Body/2. Body/2 means more damage and easier math, while Body/3 means longer combat. A bit of what I've done will be put up once I've actually done something.
 

Unknown Squid

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Re: PbP Interest Check(And OOC Thread)

Curious. What is the gist of this patch?
 

Tiffanian

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Re: PbP Interest Check(And OOC Thread)

Quicker combat is probably better, as is easier math.
 

TentanariX

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Re: PbP Interest Check(And OOC Thread)

I must concur with tiff, I would prefer Body/2 for weapons and combat.
 

plmnko

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Re: PbP Interest Check(And OOC Thread)

quick battles, im fighting a combat of 2 months where i will be defeated anyway.
 

GargantuaBlarg

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Re: PbP Interest Check(And OOC Thread)

In my opinion, that thing you had going in DG1, with blunt doing Body/2, cutting B/3 and piercing B/4 was pretty cool. Since I didn't play in that I wouldn't know if that was problematic or whatever though.

Anyway, I'll vote for Body/3. Body/2 sounds like it'd be pretty painful for the non-punchy characters. That's like 50 damage a hit in just -base- damage from those giant critters, right?
 

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Re: PbP Interest Check(And OOC Thread)

I also thought /2 /3 /4 dependant on weapon choice was cool. On one hand, I think Body/2 would mean very high damage in a lot of cases, potentially leading to combat being un-fun. On the other hand, it would put the characters closer to the same level of damage as mages and spirit users, if what I've been told of their capability to deal damage is correct. Unfortunately, I can't offer you a third hand here. I can't decide if /2 or /3 is the better idea.

Blarg, I don't know which enemy in particular you mean, but most-any enemy with 100 body that is in the game has the 'juggernaut' trait/flaw, a semi-nerf that means it does less bonus damage but uses its body as its die - i.e., it uses 1d100 for its damage roll. So, no need to worry about the big monsters hitting harder - the re-balance shouldn't effect them at all.
 

Unknown Squid

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Re: PbP Interest Check(And OOC Thread)

Still wondering what the rest of these changes might be, but /2 sounds doable to me. On top of the faster combat, it will also help to slightly level the gap between convential weapons and firearms in a sensible way without nerfing anything.

The old 2/ 3/ 4/ based on attack type looked good at first last time, but I found it only made certain attack types defunct for certain characters. It meant that a dedicated warrior using a spear was better off using the blunt end, and that a well bodied assassin wielding a dagger would never stab because slashing was better. It only remained balanced for the non combat classes who had little concern for it.
 
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Tassadar

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Re: PbP Interest Check(And OOC Thread)

General Lingo to remember when examining this post: X = Body/2, Y = Body/3, Average = the averaged damage of a weapon, Range = the minimum and maximum damage that the weapon can do.

Currently, 1 handed weapons are meant to average to roughly 10 + X, and two handed weapons are meant to average to 16 + X.

Melee Weapons
Unarmed - Base damage is 2d4 + Body/4 damage. Increases with the Unarmed Fighter Talent. All characters have this, and it always deals Blunt damage. Unarmed strikes are always considered one handed. Upgraded via the Unarmed Fighter Talent, it becomes: 1 + 2d8 + Body/2
Stronger Version Damage: Average = 10 + X, Range = 3-17 + X.

One Handed Swords - Swords meant to be used in one hand, leaving the other hand free. Base damage is 1 + 3d6 + Body/2. Can deal either Slashing or Piercing damage. Examples: Longsword, Ninjato, gladius, dagger, rapier, knife, tanto, ect.
Average damage is 10.5 + X, damage range 4-19 + X.

Two Handed Swords - Swords that can only be used with both hands. Base damage is 3 + 2d12 + Body/2. Can deal only Slashing damage. Examples: Claymores, greatswords, nodachi.
Average damage is 16 + X, damage range 5-27 + X

Bastard Swords - Swords that can be used in either one hand or both hands. Base damage is 3 + 2d10 + Body/2, and has -3 to damage and attack rolls if used in only one hand while a +2 to damage if used in two hands. Can deal either Slashing or Piercing damage. Examples: Katanas, broadswords.
Average damage is 16 + X or 11 + X and -3 to attack, damage range 7-25 + X two handed or 2-20 + X one handed.

Staffs - Long pieces of wood wielded with two hands and used to bonk things on the head. Base damage is 1 + 6d4 + Body/2 and grant a +6 to attack rolls. Always deal Blunt damage. Examples: Bo staffs, wu-tang staffs, quarterstaffs.
Average damage is 15 + X, damage range 7-25 + X, +6 to attack rolls.

Blunt Weapons - Heavy blunt objects, possibly with spikes on them. Can be wielded in either one or two hands. Base damage is 2d12 + Body/2, but take -8 to attack when wielded in only one hand, or a +3 to damage when wielded in two hands.
Average damage is 13 + X but -8 to attack in one hand, or 15 + X in two hands. Damage range is 3-25 + X or 5-27 + X.

Polearms - Long wooden poles with things on the end meant to do damage. Can only be wielded in two hands. Base damage is 2 + 3d8 + Body/2. Can attack creatures up to 5 feet away, and can deal either Blunt, Piercing, or Slashing damage. Examples: Spear, scythe, halberd, greataxe, naginata, lance.
Average damage is 15.5 + X, damage range is 5-26 + X.

Axes - Poles with axe heads on them that can be used in either in one or two hands. Base damage is 7 + 2d8 + Body/2, but always take -4 to attack rolls, as well as -5 to damage if used in only one hand. Can only deal Slashing damage.
Average damage is 11 + X one handed or 16 + X two handed, damage range is 4-18 + X or 9-23 + X.

I'm not particularly happy with axes, currently, as their max damage is fairly low even though they have a very standard average. I could have used 3d6s instead of 2d8s, but that would have made them too similar to one handed swords. Perhaps I'll go change that later.


Ranged Weapons:
Rifles

Badarian Breach Loader - A heavy rifle with high range and damage, but only holds a single shot. Base damage is 4d8 + 8, 80 foot range, holds 1 shot, 1 round reload, ignores 10 AV.
Damage: Average = 26, Range = 12-40

Badarian Shotgun - A long barreled gun with two only shots, short range but high damage. Its smaller, more spread out projectiles have trouble penetrating armor. Base damage is 4d12 + 16, 20 foot range, holds 2 shot, 1 round reload.
Damage: Average = 42, Range = 20-64

Badarian Lever-Action Rifle - A light, easy to use rifle with moderate range and damage. Base damage is 4d8 + 6, 60 foot range, holds 5 shots, 1 round reload, ignore 5 AV.
Damage: Average = 24, Range = 10-38

Su-Ku-Ta Sniper Rifle - A long barreled rifle with long range and high damage, but long reload time and only a single shot. Base damage is 6d8 + 6, 120 foot range, holds 1 shot, 4 round reload, ignore 10 AV.
Damage: Average = 33, Range = 12-54

Su-Ku-Ta Assault Rifle - A heavy rifle with a large magazine, but low range and damage. Base damage is 2d12 + 6, 40 foot range, holds 11 shots, 2 round reload, ignores 10 AV.
Damage: Average = 19, Range = 8-30

Pistols
Badarian Handcannon - A long barreled breech loading pistol with only a single shot, a short reload time and short range, but very high damage. Its rounds tend to shatter on impact, so it has trouble penetrating armor. Base damage is 5d10 + 2, 20 foot range, holds 1 shot, 1 round reload.
Damage: Average = 27.5, Range = 7-52

Badarian Revolver - A short range revolver with moderate range, damage, and ammunition. Base damage is 3d10 + 4, 50 foot range, holds 5 shots, 2 round reload, ignore 5 AV.
Damage: Average = 20.5, Range = 7-34

Su-Ku-Ta Repeating Pistol - A short range pistol with a large magazine, but only moderate damage. Base damage is 4d6 + 4, 30 foot range, holds 7 shots, 2 round reload, ignore 10 AV.
Damage: Average = 18, Range = 8-28

Su-Ku-Ta Wargun - A heavy, long double barreled pistol with a small magazine and short range but fairly high damage. Base damage is 3d8 + 8, 30 foot range, holds 3 shots, 1 round reload, ignore 10 AV.
Damage: Average = 21.5, Range = 11-32

Other

The Bow: 2 + 1d12 + Body/3 damage, Range 120ft, reload time: 0 rounds
Damage: Average = 9.5 + Y, Range = 3-15 + Y

For guns, I started with 2d6 damage and a range of 20 feet, one shot in the magazine, and a 1 turn reload, and worked my way up from there. Here's the point buy system I used to determine the values of the weapons.
-Pistols start with 14 points while rifles start with 20 points.
-Add 1 damage dice = 3 points.
-Upgrade the damage dice by 1 step = 2 points.
-Add a +2 damage bonus to the weapon = 1 point.
-Increase the weapons range by 10 feet = 1 point.
-Increase the magazine size by 1 = 1 point.
-Add 1 to the weapons reload speed = return 3 points.
-Ignoring 5 points of AV = 1 point.

I am slightly dissatisfied with the results, possibly because the guns are probably not balanced against one another. Particularly that fucking shotgun.


For thrown weapons, I just did exactly what I did for melee weapons: Shift Incys numbers around a little. Mostly just increasing the damage a little. Thrown weapons can all be used in one hand and have no reload time, but once you've thrown all of them, you don't get any more for that combat.

Throwing Knives: 4d4 + Body/3 damage, range: 30ft, set of 6.
Damage: Average = 10 + Y, Range = 4-16 + Y

Throwing Axes: 4d6 + Body/3 damage, range: 20ft, set of 3.
Damage: Average = 14 + Y, Range = 4-24 + Y

Javelins: 2d10 + Body/3 damage, range 40ft, set of 3.
Damage: Average = 11 + Y, Range = 2-20 + Y

Note that the multiple shots bit was removed.
 

thetwo

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Re: PbP Interest Check(And OOC Thread)

Honestly, I think that for guns "+2 damage for 1 point" should be "+1 damage for 1 point". This would be a fairly mild nerf to guns and would help even out the excesses we currently find. We also have 21 points in "shotgun" I think, contributing to its OP nature. (6 points for 2 more dice. 6 points for d6->d8->d10->d12. 8 points for +16 damage. 1 point for 1 extra round. Total: 21)

The change would mean that it's more efficient to add dice or increase the size of the dice then to add +damage directly. However, +damage is still the most efficient way to add +minimum damage, which I personally consider reasonably important. Also, nobody gets to min-max these except you. So if you don't want them min-maxed, then don't. You could increase the cost of the other options instead, it'd just be more complicated to do the corrections. :p
 
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Tassadar

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Re: PbP Interest Check(And OOC Thread)

General Lingo to remember when examining this post: X = Body/2, Y = Body/3, Average = the averaged damage of a weapon, Range = the minimum and maximum damage that the weapon can do.

Currently, 1 handed weapons are meant to average to roughly 10 + X, and two handed weapons are meant to average to 16 + X.

Melee Weapons
Unarmed - Base damage is 2d4 + Body/4 damage. Increases with the Unarmed Fighter Talent. All characters have this, and it always deals Blunt damage. Unarmed strikes are always considered one handed. Upgraded via the Unarmed Fighter Talent, it becomes: 1 + 2d8 + Body/2
Stronger Version Damage: Average = 10 + X, Range = 3-17 + X.

One Handed Swords - Swords meant to be used in one hand, leaving the other hand free. Base damage is 1 + 3d6 + Body/2. Can deal either Slashing or Piercing damage. Examples: Longsword, Ninjato, gladius, dagger, rapier, knife, tanto, ect.
Average damage is 10.5 + X, damage range 4-19 + X.

Two Handed Swords - Swords that can only be used with both hands. Base damage is 3 + 2d12 + Body/2. Can deal only Slashing damage. Examples: Claymores, greatswords, nodachi.
Average damage is 16 + X, damage range 5-27 + X

Bastard Swords - Swords that can be used in either one hand or both hands. Base damage is 3 + 2d10 + Body/2, and has -3 to damage and attack rolls if used in only one hand while a +2 to damage if used in two hands. Can deal either Slashing or Piercing damage. Examples: Katanas, broadswords.
Average damage is 16 + X or 11 + X and -3 to attack, damage range 7-25 + X two handed or 2-20 + X one handed.

Staffs - Long pieces of wood wielded with two hands and used to bonk things on the head. Base damage is 1 + 6d4 + Body/2 and grant a +6 to attack rolls. Always deal Blunt damage. Examples: Bo staffs, wu-tang staffs, quarterstaffs.
Average damage is 15 + X, damage range 7-25 + X, +6 to attack rolls.

Blunt Weapons - Heavy blunt objects, possibly with spikes on them. Can be wielded in either one or two hands. Base damage is 2d12 + Body/2, but take -8 to attack when wielded in only one hand, or a +3 to damage when wielded in two hands.
Average damage is 13 + X but -8 to attack in one hand, or 15 + X in two hands. Damage range is 3-25 + X or 5-27 + X.

Polearms - Long wooden poles with things on the end meant to do damage. Can only be wielded in two hands. Base damage is 2 + 3d8 + Body/2. Can attack creatures up to 5 feet away, and can deal either Blunt, Piercing, or Slashing damage. Examples: Spear, scythe, halberd, greataxe, naginata, lance.
Average damage is 15.5 + X, damage range is 5-26 + X.

Axes - Poles with axe heads on them that can be used in either in one or two hands. Base damage is 7 + 2d8 + Body/2, but always take -4 to attack rolls, as well as -5 to damage if used in only one hand. Can only deal Slashing damage.
Average damage is 11 + X one handed or 16 + X two handed, damage range is 4-18 + X or 9-23 + X.

I'm not particularly happy with axes, currently, as their max damage is fairly low even though they have a very standard average. I could have used 3d6s instead of 2d8s, but that would have made them too similar to one handed swords. Perhaps I'll go change that later.


Ranged Weapons:
Rifles

Badarian Breach Loader - A heavy rifle with high range and damage, but only holds a single shot. Base damage is 4d8 + 4, 80 foot range, holds 1 shot, 2 round reload, ignores 10 AV.
Damage: Average = 22, Range = 8-36

Badarian Shotgun - A long barreled gun with two only shots, short range but high damage. Its smaller, more spread out projectiles have trouble penetrating armor. Base damage is 4d12 + 7, 20 foot range, holds 2 shot, 2 round reload.
Damage: Average = 33, Range = 11-55

Badarian Lever-Action Rifle - A light, easy to use rifle with moderate range and damage. Base damage is 4d8 + 3, 60 foot range, holds 5 shots, 2 round reload, ignore 5 AV.
Damage: Average = 21, Range = 7-35

Su-Ku-Ta Sniper Rifle - A long barreled rifle with long range and high damage, but long reload time and only a single shot. Base damage is 6d8 + 3, 120 foot range, holds 1 shot, 5 round reload, ignore 10 AV.
Damage: Average = 30, Range = 9-51

Su-Ku-Ta Assault Rifle - A heavy rifle with a large magazine, but low range and damage. Base damage is 2d12 + 3, 40 foot range, holds 11 shots, 3 round reload, ignores 10 AV.
Damage: Average = 16, Range = 5-27

Pistols
Badarian Handcannon - A long barreled breech loading pistol with only a single shot, a short reload time and short range, but very high damage. Its rounds tend to shatter on impact, so it has trouble penetrating armor. Base damage is 5d10 + 1, 20 foot range, holds 1 shot, 2 round reload.
Damage: Average = 26.5, Range = 6-51

Badarian Revolver - A short range revolver with moderate range, damage, and ammunition. Base damage is 3d10 + 2, 50 foot range, holds 5 shots, 3 round reload, ignore 5 AV.
Damage: Average = 18.5, Range = 5-32

Su-Ku-Ta Repeating Pistol - A short range pistol with a large magazine, but only moderate damage. Base damage is 4d6 + 2, 30 foot range, holds 7 shots, 3 round reload, ignore 10 AV.
Damage: Average = 16, Range = 6-26

Su-Ku-Ta Wargun - A heavy, long double barreled pistol with a small magazine and short range but fairly high damage. Base damage is 3d8 + 4, 30 foot range, holds 3 shots, 2 round reload, ignore 10 AV.
Damage: Average = 17.5, Range = 7-28

Other

The Bow: 2 + 1d12 + Body/3 damage, Range 120ft, reload time: 0 rounds
Damage: Average = 9.5 + Y, Range = 3-15 + Y

For guns, I started with 2d6 damage and a range of 20 feet, one shot in the magazine, and a 2 turn reload, and worked my way up from there. Here's the point buy system I used to determine the values of the weapons.
-Pistols start with 14 points while rifles start with 20 points.
-Add 1 damage dice = 3 points.
-Upgrade the damage dice by 1 step = 2 points.
-Add a +1 damage bonus to the weapon = 1 point.
-Increase the weapons range by 10 feet = 1 point.
-Increase the magazine size by 1 = 1 point.
-Add 1 to the weapons reload speed = return 3 points.
-Ignoring 5 points of AV = 1 point.

I am slightly dissatisfied with the results, possibly because the guns are probably not balanced against one another. Particularly that fucking shotgun.


For thrown weapons, I just did exactly what I did for melee weapons: Shift Incys numbers around a little. Mostly just increasing the damage a little. Thrown weapons can all be used in one hand and have no reload time, but once you've thrown all of them, you don't get any more for that combat.

Throwing Knives: 4d4 + Body/3 damage, range: 30ft, set of 6.
Damage: Average = 10 + Y, Range = 4-16 + Y

Throwing Axes: 4d6 + Body/3 damage, range: 20ft, set of 3.
Damage: Average = 14 + Y, Range = 4-24 + Y

Javelins: 2d10 + Body/3 damage, range 40ft, set of 3.
Damage: Average = 11 + Y, Range = 2-20 + Y

Note that the multiple shots bit was removed.
Examine it now. Added 1 to the base amount of time it takes to reload, and went with thetwos idea of dropping damage. That's the one in this quote, I'd like to keep the previous version for reference. If they still seem overpowered, my next step is to drop the starting power from 2d6 to 1d6.
 

Hafnium

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Re: PbP Interest Check(And OOC Thread)

I've been meaning to make a response to the suggested weapon stuff for a while. Better late than never, I suppose!

While I was checking to see who had Heavy Weapons Specialist I discovered that apparently both of the characters who went Heavy Weapons were pale part-demons. I also discovered that the other one was inactive which is a shame because Artmirst could really do with some more pale sort-of-demons running about dissecting stuff with over-sized weaponry. >.> But I digress.

Hurray for new two-handed sword stats! This would put my character at 45-67 damage range with an average of 56. This is up from a 35-53 range with an average of 44. So, with supreme might spam I can now usually safely transfer 18 of my hit and that becomes about 81-103 with an average of 92, hrm.

Just for fun, let's say I activate Fel Might at 10. This gives me a base of 58-80 range with an average of 69. It additionally gives me a to-hit of 81. Supreme Might the round after taking 31 of that and putting it into damage gives me a damage range of 120-142 with an average of 131.

Tamonten likes this.

Seriously though, I think Supreme Might needs a bit of a nerf if these changes go through. Currently, the only reason for me to take anything that adds pure damage (e.g. upgrading my great sword to take the damage buff) is if I want to add something to Whirlwind. To-hit is far more valuable (although body is even more valuable) as it gives me 2 points of damage for every one point of hit when single targeting. I would recommend either reducing the damage conversion ratio to 1:1 or putting a cap on how much can be transferred. Plus, the 1:1 ratio gives hit a similar value to raw damage.

With the 1:1 change the numbers above would be:
63-85 w/ 74 average (18 hit transferred)
89-111 w/ 100 average (10 fel might and 31 hit transferred).

Slightly more sane.

Regarding axes: A permanent -4 to attack rolls? That seems painful without much of a conceivable counter-balance besides a better average. Maybe give axes some Armor Piercing in order to offset that? Sort of like a bec de corbin. It would also work out well with the lower top-end to make the axe a better weapon than other options when fighting armored opponents but less impressive when fighting unarmored enemies.

I still can't really comment much on ranged weapons. I ran numbers before for damage over 5 rounds with each weapon but have since lost them and don't have the willpower to do them again. At the time, the shotgun was absurd but it's been tinkered with since then in a manner that I believe should have taken care of that.
 
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Tassadar

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Re: PbP Interest Check(And OOC Thread)

That's a very strong argument for reducing it back down to Body/3 then.

General Lingo to remember when examining this post: X = Body/3, Average = the averaged damage of a weapon, Range = the minimum and maximum damage that the weapon can do.

Currently, 1 handed weapons are meant to average to roughly 10 + X, and two handed weapons are meant to average to 16 + X.

Melee Weapons
Unarmed - Base damage is 2d4 + Body/4 damage. Increases with the Unarmed Fighter Talent. All characters have this, and it always deals Blunt damage. Unarmed strikes are always considered one handed. Upgraded via the Unarmed Fighter Talent, it becomes: 1 + 2d8 + Body/3
Stronger Version Damage: Average = 10 + X, Range = 3-17 + X.

One Handed Swords - Swords meant to be used in one hand, leaving the other hand free. Base damage is 1 + 3d6 + Body/3. Can deal either Slashing or Piercing damage. Examples: Longsword, Ninjato, gladius, dagger, rapier, knife, tanto, ect.
Average damage is 10.5 + X, damage range 4-19 + X.

Two Handed Swords - Swords that can only be used with both hands. Base damage is 3 + 2d12 + Body/3. Can deal only Slashing damage. Examples: Claymores, greatswords, nodachi.
Average damage is 16 + X, damage range 5-27 + X

Bastard Swords - Swords that can be used in either one hand or both hands. Base damage is 3 + 2d10 + Body/3, and has -3 to damage and attack rolls if used in only one hand while a +2 to damage if used in two hands. Can deal either Slashing or Piercing damage. Examples: Katanas, broadswords.
Average damage is 16 + X or 11 + X and -3 to attack, damage range 7-25 + X two handed or 2-20 + X one handed.

Staffs - Long pieces of wood wielded with two hands and used to bonk things on the head. Base damage is 1 + 6d4 + Body/3 and grant a +6 to attack rolls. Always deal Blunt damage. Examples: Bo staffs, wu-tang staffs, quarterstaffs.
Average damage is 15 + X, damage range 7-25 + X, +6 to attack rolls.

Blunt Weapons - Heavy blunt objects, possibly with spikes on them. Can be wielded in either one or two hands. Base damage is 2d12 + Body/3, but take -8 to attack when wielded in only one hand, or a +3 to damage when wielded in two hands.
Average damage is 13 + X but -8 to attack in one hand, or 15 + X in two hands. Damage range is 3-25 + X or 5-27 + X.

Polearms - Long wooden poles with things on the end meant to do damage. Can only be wielded in two hands. Base damage is 3d10 - 1 + Body/3. Can attack creatures up to 5 feet away, and can deal either Blunt, Piercing, or Slashing damage. Examples: Spear, scythe, halberd, greataxe, naginata, lance.
Average damage is 15.5 + X, damage range is 2-29 + X.

Axes - Poles with axe heads on them that can be used in either in one or two hands. Base damage is 7 + 2d8 + Body/3, but always take -4 to attack rolls, as well as -5 to damage if used in only one hand. Can only deal Slashing damage.
Average damage is 11 + X one handed or 16 + X two handed, damage range is 4-18 + X or 9-23 + X.

Polearms got changed, and everything is now set to Body/3 instead of Body/2. It'll slightly weaken some people, but while I do like fast combat, I'd prefer that it last more than one round, generally. Spirit's getting hit with the balance axe next, so don't get on my case about that just yet.

Ranged Weapons:
Rifles

Badarian Breach Loader - A heavy rifle with high range and damage, but only holds a single shot. Base damage is 3d8 + 3, 80 foot range, holds 1 shot, 1 round reload, ignores 10 AV.
Damage: Average = 16.5, Range = 6-27

Badarian Shotgun - A long barreled gun with two only shots, short range but high damage. Its smaller, more spread out projectiles have trouble penetrating armor. Base damage is 3d12 + 7, 20 foot range, holds 2 shot, 2 round reload.
Damage: Average = 26.5, Range = 10-43

Badarian Lever-Action Rifle - A light, easy to use rifle with moderate range and damage. Base damage is 3d8 + 3, 60 foot range, holds 5 shots, 2 round reload, ignore 5 AV.
Damage: Average = 16.5, Range = 6-27

Su-Ku-Ta Sniper Rifle - A long barreled rifle with long range and high damage, but long reload time and only a single shot. Base damage is 5d8 + 3, 120 foot range, holds 1 shot, 5 round reload, ignore 10 AV.
Damage: Average = 25.5, Range = 8-43

Su-Ku-Ta Assault Rifle - A heavy rifle with a large magazine, but low range and damage. Base damage is 1d12 + 3, 40 foot range, holds 11 shots, 3 round reload, ignores 10 AV.
Damage: Average = 9.5, Range = 4-15

Pistols
Badarian Handcannon - A long barreled breech loading pistol with only a single shot, a short reload time and short range, but very high damage. Its rounds tend to shatter on impact, so it has trouble penetrating armor. Base damage is 4d10 + 1, 20 foot range, holds 1 shot, 2 round reload.
Damage: Average = 23, Range = 4-41

Badarian Revolver - A short range revolver with moderate range, damage, and ammunition. Base damage is 2d10 + 2, 50 foot range, holds 5 shots, 3 round reload, ignore 5 AV.
Damage: Average = 13, Range = 4-22

Su-Ku-Ta Repeating Pistol - A short range pistol with a large magazine, but only moderate damage. Base damage is 3d6 + 2, 30 foot range, holds 7 shots, 3 round reload, ignore 10 AV.
Damage: Average = 11.5, Range = 5-20

Su-Ku-Ta Wargun - A heavy, long double barreled pistol with a small magazine and short range but fairly high damage. Base damage is 2d8 + 4, 30 foot range, holds 3 shots, 2 round reload, ignore 10 AV.
Damage: Average = 13, Range = 6-20

Other

The Bow: 2d6 + Body/3 damage, Range 120ft, reload time: 0 rounds
Damage: Average = 7 + X, Range = 2-12 + X

Throwing weapons and the bow were fiddled with so that they do less damage on average than melee weapons.

All of the guns now have their damage with one dice subtracted. Overall, I prefer the earlier version from these, but meh.

Throwing Knives: 3d4 + Body/3 damage, range: 30ft, set of 6.
Damage: Average = 7.5 + X, Range = 3-12 + X

Throwing Axes: 2d6 + Body/3 damage, range: 20ft, set of 3.
Damage: Average = 7 + X, Range = 2-12 + X

Javelins: 2 + 1d10 + Body/3 damage, range 40ft, set of 3.
Damage: Average = 7.5 + X, Range = 3-12 + X
Overall, so far I like guns from the previous post, and melee weapons from this post. Any thoughts?

Edit: I'll get to skills in a minute.
 
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Tassadar

Tassadar

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Re: PbP Interest Check(And OOC Thread)

Skills. Anything that was added or changed is in italics. I also fooled around with the wording a little in order to make things easier to understand.

General Skills

Mage-Hunter: Gain +10 Dodge and opposed checks against Magic based attacks. Requires: Mind 14+.

Spirit-Oppressor: Gain +10 to Dodge and opposed checks against Spirit based attacks. Requires: Spirit 14+.

Thief: Can open locks and disarm traps, no rolls required. Also gives +4 to Perception and Stealth rolls when in urban environments. Requires Body 20+.
Normal: Locks must be broken, and traps can't even be detected, much less disarmed.

Ranger: Can track any target indefinitely, so long as it doesn't cross a large body of water or take to the air, and can determine what creatures are nearby. Also gains +4 to Perception and Stealth rolls while in the wilderness. Requires: Body 20+.

Smite{Activated}: On any melee attack, you can trade EP for damage at a rate of 1 EP for every 1 point of damage added. Requires: Spirit 14+.

Sudden Strike{Activated}: You can wait until the end of the round to make your attack, and take -10 on your to-hit and Dodge for that round, at which point you will make a Stealth check against your target. If you succeed, the attack for that round counts as a sneak attack. Requires: Stealthy.


Unarmed Skills

Disarm{Activated}: When wielding no weapons against an armed opponent, you can choose to have your attack deal no damage that round, and if it hits, you instead pluck the enemies weapon out of their hands, allowing you to use it if you so desire. Otherwise, it can be thrown aside in a direction of the casters choosing. Requires: Unarmed Fighter.

Defensive Grappler{Activated}: When in a grapple, you can forsake all other actions for that round in order to make an attack (Attack vs Dodge instead of as part of a Grapple check) against any enemy attempting to perform a grapple action against you. If this attack deals damage, the enemies action automatically fails. Requires: Unarmed Fighter.

Stunning Blow{Activated}: When you make an unarmed attack, you can take -10 off of to-hit and damage in order to stun your target should they be hit. Requires: Unarmed Fighter.


Shield Fighter Skills

Defensive Strike{Activated}: You can forsake your attack for the round in order to firstly gain +12 to Dodge, and secondly gain an attack against any enemy that attacks you in melee and misses. Requires: Dueling OR Shield Fighter.

Shield Slam{Activated}: You can forsake your normal attack for this round to make only a Shield Bash, which, if it hits, causes your target to be knocked prone unless they win an opposed Body check against you. Your shield bash also does an additional 6 damage for that round. Requires: Shield Fighter.

Shield Cover{Activated}: You can forsake all actions for the round, including movement, in order to prevent all damage (or other negative affects) that would be dealt to you this round unless something hits you from behind (or all directions at once.) Cannot be used when grappled. Requires: Shield Fighter.


Dueling Skills

Defensive Strike{Activated}: You can forsake your attack for the round in order to firstly gain +12 to Dodge, and secondly to gain an attack against any enemy that attacks you in melee and misses. Requires: Dueling OR Shield Fighter.

Lightning Jabs{Activated}: You can take a -12 to-hit and -6 to damage for the round, but you can take 3 attacks instead of one. Requires: Dueling.

Defenseless{Activated}: When fighting against an unarmed opponent (IE: One with no weapon not attached to their body) You can take -4 to your damage for your attack to automatically hit them whenever you attack them. Requires: Dueling.

That's Mine Now {Activated}: When fighting an armed opponent, you can choose to make it so that you deal no damage this round and take -10 on your to-hit. If you successfully hit an opponent, they lose any weapon they are holding, and if they are using a one-handed weapon, you can choose to take it from them and use it as a second weapon. Otherwise, that weapon is sent flying at least ten feet away in a direction of the users choosing. Requires: Dueling.


Heavy Weapons Skills

Supreme Might{Activated}: When wielding a two handed melee weapon, you can trade your to-hit for additional damage at a rate of 1 damage for every 1 point of to-hit given up. No more than 20 points can be traded per round. Requires: Heavy Weapons Specialist.

Whirlwind{Activated}: When wielding a two handed weapon, you can choose to make an attack against all nearby enemies at once at a -10 to to-hit and damage. Requires: Heavy Weapons Specialist.

Slay{Activated}: When you attack, you can choose to take -30 from the to-hit roll and -10 to Dodge and Armor for the round, and in exchange, if your attack hits an enemy, they are immediately killed. Requires: Heavy Weapons Specialist.


Two Weapon Skills

Scissor Defense{Activated}: When using two weapons at once, you can sacrifice your attacks and take -10 on Dodge for that round, but gain +10 on Armor, and you automatically attack any enemy that successfully hits you (with both of your weapons.) Requires: Two Weapon Fighter.

Rend{Activated}: When wielding two weapons at once, you can take -6 on both attack rolls so that, if you hit with both weapons in the same round, you deal an additional 2d12 damage to your target. Requires: Two Weapon Fighter.

Whirling Death{Activated}: Gain +10 to Dodge and damage per hit, but lose 5 HP each round for as long as this remains active. Can be deactivated at any time, but automatically turns off once combat ends. Requires: Two Weapon Fighter.


Ranged Skills

Called Shot{Activated}: When using a ranged weapon, you can take a -16 penalty to your to-hit to inflict double damage on the target if your attack hits. This stacks with the doubling on a successful sneak attack. Requires: Body 20+.

Crippling Shot{Activated}: When using a ranged weapon, you can take a -10 on the to-hit in order to stun the target if it fails an opposed Resistance check against you. Requires: Body 20+.

Sudden Shot{Activated}: When attacking with a ranged weapon in melee combat, you can take -10 to Dodge for that round in order to make a Stealth check at -10 against an enemy that you are attacking. If you succeed, that attack counts as a sneak attack. Requires: Stealthy.

Bayonet: When using a ranged weapon, you can treat it as a melee weapon, either as a double-edged dagger (guns and crossbows) or as a club (bows.) Note: Using your ranged weapon as a melee weapon does not allow you to use Sudden Shot with it. Also, if you have Skill with [ranged weapon], the bonus to-hit still counts. However, because of how clumsy such a use can be, all attacks are made at -8 to attack and damage. Requires: Body 20+.

Quick Reload: Decreases the reload time with your preferred ranged weapons by 1. Requires: Skill with Any Ranged weapon.

Rapid Shot{Activated}: You can take -10 to attack rolls and -6 to damage rolls for the round, but in exchange you may take an extra shot. This skill can be activated up to twice in a round, allowing up to three shots at -20/-12.

Cross-Class Skills

Battlemage: You can use your Body to-hit instead of your Mind to-hit when attacking with spells. Requires: Any Focus in {Element} Talent.

Bladesinger: You can use your Body to-hit instead of your Spirit to-hit when attacking with powers. Requires: Any Spirit Talent that gives powers.

Wise Fighter: You can use your Mind in place of your Body stat to determine how much damage you deal on a successfully hit with a melee attack. Requires: Mind 20+.

Spirited Fighter: You can use your Spirit in place of your Body stat to determine how much damage you deal on a successfully hit with a melee attack. Requires: Spirit 20+.

Defensive Casting: When using offensive Magic, you can fight defensively as if you were using a weapon. Requires: Mind 20+.

Defensive Spirit: When using offensive Spirit powers, you can fight defensively as if you were using a weapon. Requires: Spirit 20+.
 
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Hafnium

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Re: PbP Interest Check(And OOC Thread)

After this post I will give a teary-eyed salute in memory of the old supreme might. ;_;

It's for the best though. Even with the change back to /3 and 1:1 ratio w/ 20 cap (curse you 20 cap, my greatest nemesis!) I can still do 36-58 w/ 47 average at base. If I convert 20 hit to damage on that then I do enough to one-shot most Tier 1 enemies (and a few higher), I just can't one-shot juggernauts with normal attacks anymore (this assumes most tier 1-2 enemies have less than 60 hp and that juggernauts have about 120 hp, I should probably just go ahead and download the monster info by this point). This is fine since with the changes to slay I feel slightly less cheap at the prospect of using it so I'm still going to try to ohko a juggernaut! :p

Plus, I seem to recall you mentioning somewhere that using skills still allowed for hit -> dodge transfer. If this is the case and I'm not misremembering then hit is still super useful for Heavy Weapons Specialist characters (the plural is basically there as a courtesy by this point >.>) between hit->dodge/damage and Slay, it's just not ridiculously more effective than pure damage.

I don't know that ranged really needed another damage nerf, to be honest. I think it was pretty good after the first change. In a one-on-one fight they're pretty good but against swarms of things I imagine they'd start having issues (more than a dedicated melee character, at any rate).

The -4 attack thing still seems painful to me on axes. Though I retract my earlier suggestion that they get something to counterbalance since that does seem silly in retrospect.

Spirit's getting hit with the balance axe next, so don't get on my case about that just yet.
Truly, we will have all known loss before these harsh times are through. ;_;

I was considering making a comment along the lines of 'don't let the coming changes take your burning spirit' but I don't know that I could have lived with the shame. >.>
 

GargantuaBlarg

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Re: PbP Interest Check(And OOC Thread)

Bluh. Seeing as I haven't even used my weapons yet/ever, I don't think I can offer any actual valid suggestions. But, I'll give it a go anyway.

What happened to the other bows and crossbows?


My teeny mage uses a club. It's just a truncheon, you know, those batons old-timey cops have. Do I really have to take a -8 with that? Swinging it 2-handed will feel silly. :<

What if there were just, like, one-handed weapons, and then you could apply a 2Hand template to it or something that gave you a damage multiplier but penalized speed/accuracy/whatever. ...Completely undeveloped idea, but yeah.


Axes feel a bit weak to me. I suppose it's because, when you consolidate fluff and mechanics, the thing you split wood with is theoretically roughly equivalent to a kitchen knife. A higher damage and/or armor piercing, or ignoring if an armor's strong against slashing or something seems reasonable.


Making it body/3 across the board and then working for dice roll equivalency kinda seems to take the character out of weapons.


...All in all, though, I've never really liked it when things have been done in the name of "balance". Like in shooters and stuff, where I put five bullets into a guy, but then he slaps me in the face with his gun and I die since the slap doesn't have range. But uh, I digress.
 

Unknown Squid

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Re: PbP Interest Check(And OOC Thread)

Small new thought that came to me. Without fully thinking over it myself yet...

One handed = Body/3
Two handed = Body/2

Certain weapons can of course only be used two/one handed, whilst a few particular weapons would allow for either. Base damage remains mostly equal. It would make two handers best used by high body characters, whilst low body characters might as well stick to one handed. Kinda makes sense right?

Could this work?
 
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