Author Topic: Weapon Catagories  (Read 416 times)

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Offline brole

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Weapon Catagories
« on: October 29, 2022, 08:09:05 AM »
I'm looking at weapon categories and thinking about creating a new category for chain/cord weapons that use a 'spinning action' such as:
whips, flail, lasso. Has anyone here done this?

Would it make sense to put slings in this category too? (As they have a similar spinning action).

What weapon categories does everyone here use in their game?
e crits all round

Offline Cory Magel

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Re: Weapon Catagories
« Reply #1 on: October 29, 2022, 11:32:37 AM »
From a realism point of view it make some sense, however I'm curious what is motivating you to do that?
Are you looking to create more splits in categories in order to force players to make harder decisions in what their characters are learning in regards to weapon skills?
- Cory Magel

Game design priority: Fun > Balance > Realism (greater than > less than).
(Channeling Companion, RMQ 1 & 2, and various Guild Companion articles author).

"The only thing I know about adults is that they are obsolete children." - Dr Seuss

Offline brole

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Re: Weapon Catagories
« Reply #2 on: October 30, 2022, 03:04:39 AM »
Yes for realism primarily and to create specialization.
e crits all round

Offline netbat

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Re: Weapon Catagories
« Reply #3 on: October 30, 2022, 09:30:49 AM »
If you are interested in realism and specialization you might want to look at the combat companion if you can get a copy. It uses weapon groups based on RMC5. I use a modified version from the guild companion for RMSS myself.
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