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General Tabletop Discussion
*Dungeons & Dragons
Weapons should break left and right
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<blockquote data-quote="Mustrum_Ridcully" data-source="post: 9774163" data-attributes="member: 710"><p>If you want players to switch weapons more, it might be a good idea to give weapons benefits against particular type of enemies. Some inspirasation: </p><p></p><p>In <strong>D&D 3E</strong>, weapons dealt slashing, piercing or bludgeoning damage. This was mostly irrelevant except against a few enemies, but you could easily expand this.</p><p></p><p>In <strong>Witcher</strong>, Silver swords are more effective against monsters (I don't think they are less effective against humans, but some monsters have a weakness to silver, and a silvered weapon is more likely to break, so carrying a steel sword is useful.) This of course is only two damage types.</p><p></p><p><strong>Ghost of Yotei</strong> (?) has a mechanic about using "matching" weapons - that doesn't mean using the same weapon as the enemy, but depending on the weapon the enemy uses, you should choose its match. </p><p>Katana : Good vs Sword/Katana users</p><p>Dual Katans: Good vs Polearms and Spears</p><p>Yari: Good vs Sickles (Kusarigama, Dual Kama)</p><p>Kusarigama: Shielded Enemies</p><p>Odachi: Brutes (heavily armored enemies)</p><p>In D&D terms, this might be something like advantage or maybe just a +1 bonus to attack rolls</p><p></p><p></p><p>The German RPG <strong>Hexxen </strong>has some weapons more effective at parrying than others, and you're actually expected to switch your weapons during combat (it can be done without costing actions. Axes and Polearms tend to deal more damage, but Fencing weapons can get special abilities that make them good against minions (basically an auto-kill if you hit), and IIRC can attack more often. Guns can be used to, but they can't be fired into melee (or while in melee?).</p></blockquote><p></p>
[QUOTE="Mustrum_Ridcully, post: 9774163, member: 710"] If you want players to switch weapons more, it might be a good idea to give weapons benefits against particular type of enemies. Some inspirasation: In [B]D&D 3E[/B], weapons dealt slashing, piercing or bludgeoning damage. This was mostly irrelevant except against a few enemies, but you could easily expand this. In [B]Witcher[/B], Silver swords are more effective against monsters (I don't think they are less effective against humans, but some monsters have a weakness to silver, and a silvered weapon is more likely to break, so carrying a steel sword is useful.) This of course is only two damage types. [B]Ghost of Yotei[/B] (?) has a mechanic about using "matching" weapons - that doesn't mean using the same weapon as the enemy, but depending on the weapon the enemy uses, you should choose its match. Katana : Good vs Sword/Katana users Dual Katans: Good vs Polearms and Spears Yari: Good vs Sickles (Kusarigama, Dual Kama) Kusarigama: Shielded Enemies Odachi: Brutes (heavily armored enemies) In D&D terms, this might be something like advantage or maybe just a +1 bonus to attack rolls The German RPG [B]Hexxen [/B]has some weapons more effective at parrying than others, and you're actually expected to switch your weapons during combat (it can be done without costing actions. Axes and Polearms tend to deal more damage, but Fencing weapons can get special abilities that make them good against minions (basically an auto-kill if you hit), and IIRC can attack more often. Guns can be used to, but they can't be fired into melee (or while in melee?). [/QUOTE]
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