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General Tabletop Discussion
*Dungeons & Dragons
A matter of weapons
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<blockquote data-quote="Zipster" data-source="post: 6997687" data-attributes="member: 6687861"><p>I once tested out the Legend RPG. It was a percentile based system, and ... well, not the best out there by far, and it's handling of magic was something I never quite grasped and that my players didn't like.</p><p></p><p>However, it's weapons were amazing. The notion that upon attacking, each weapon had a sort of action that it could do; hits could do some things, and critical hits could do more. It really added a lot of flare and fun to the melee battles. Suddenly, "trash" enemies were a threat because a single good hit from anything was a hit that the player would feel; one player was one-shot after a guy ran up, an maximized his damage on a crit, impaling the player with a longsword.</p><p></p><p>Ive often pondered how to get the best of both words into things...</p></blockquote><p></p>
[QUOTE="Zipster, post: 6997687, member: 6687861"] I once tested out the Legend RPG. It was a percentile based system, and ... well, not the best out there by far, and it's handling of magic was something I never quite grasped and that my players didn't like. However, it's weapons were amazing. The notion that upon attacking, each weapon had a sort of action that it could do; hits could do some things, and critical hits could do more. It really added a lot of flare and fun to the melee battles. Suddenly, "trash" enemies were a threat because a single good hit from anything was a hit that the player would feel; one player was one-shot after a guy ran up, an maximized his damage on a crit, impaling the player with a longsword. Ive often pondered how to get the best of both words into things... [/QUOTE]
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