Before we talked about character classes, my local gaggle of gamers and storytellers discussed weapon proficiencies. What if Sword Guy wants to become Dagger Guy, or Hammer Guy?
The basic consensus was as follows.
Sword Guy should be better with daggers, then with hammers. He's a blades-oriented person, who's used to stabbing stuff, not mashing stuff.
He needs more dakka.
We went back and forth on various ways to articulate scores to similar attributes (well, if we take half of his sword skill, modified by his finesse with bladed weapons, and factor in the Coriolis effect...). It was quite a merry-go-round of gameplay ideas, some of which I've taken under consideration.
My idea was to use a flowchart of sorts. Starting with these categories:
- One Hand
- Two Hand
- Bladed
- Blunt
- Ranged
- Light
- Heavy
And so on, and so forth. Any weapon the players can find would have a tag, with the categories it's in. For example, a beer bottle is a one-handed, bladed, light weapon. A grenade launcher is a two-handed, ranged, heavy weapon. By having common statistics, a player can diversify their weapon choice without too much of a loss. Switching from rapiers to short-swords wouldn't be so bad, given they're both one-handed bladed weapons. Switching from garrote wire (Two-handed, bladed, light) to power fists (One-handed, blunt, heavy) would be much more difficult, demonstrated by their lack of similar distinctions.
It seems simple enough, and even has an added bonus- karate fits in nicely. (Any hands, blunt, light).
Melee Test (after karate test) just got much more interesting.
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For being a good reader who slogs through all of the info dump posts, you get ice cream.
Stay frosty, comrades.
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