Mangoose
Arcane
Actually I forgot one very real advantage: Reach.
The only game/system I've played that modeled this well was PnP Shadowrun (I forget which edition) where every point of reach advantage gave you a +1 to your d6 rolls, which had to succeed vs some flat number. If you had a troll (+1 reach) with a halberd (+2 reach) you were basically an unstoppable wargod in melee, even if you had very little actual skill, since every d6 you rolled from your combat pool would hit the target number, while your opponent would need 6's to score a success.Actually I forgot one very real advantage: Reach.
I'm not at all versed in melee combat but do mind that boxers generally sock each other repeatedly, putting their weight behind strikes and requiring multiple hits for KO, OTOH weapons can kill or incapacitate you very rapidly even with single strike.Not that I know anything about swinging a sword, though. Just saying that mass is definitely a plus, and oftentimes, greater mass does come with greater strength.
Hold it right there, criminal scum.I think you are putting the cart before the horse.
In most games strength, dexterity, intelligence etc. can be translated to "the meele dmg stat, the range dmg stat, the magic dmg stat etc.".
Original Diablo's saving grace in this context was that it encouraged hybrids and that you had to make do with whatever dropped against whatever popped up (which further encouraged hybridization and ad-hoc build decisions since you had no guarantee that drops were suited for your build, against enemies or that your build was effective against the enemies).Would Diablo be a better game if the name of the statistics were more pertinent to reality? I really don't think so.
TB's main problem is shit temporal resolution which could be problematic here (an RT game is pretty much processing tens of turns each second). OTOH at least you won't run into interface problems in TB.Keep in mind most games don't even implement the full functionality of weaponry as it was designed. (Turn-based would probably have a harder time design wise )
Well, it's a Swiss ArmyIn how many games have you seen the Halberd represented as a Spear with slightly different DMG ratings even though its a completely different weapon that requires different techniques to make full use of its blade,spike and hammer.
As far as I can tell only The Witcher and it only occurred as a part of a finisher animation with no associated mechanical meaning.Or how many games allow you to grip a Longsword and hit with the pommel.
I think that slaughtering incoming hordes of opponents is inherently non-RPG as RPG should be governed by its systems so an enemy of playable race or any other physically similar should be governed by the same kind of stats in similar range to the PC(s), so if there is horde of enemies coming at you, you either run or die unless you have something that can specifically deal with this sort of crowds, but then such mechanics can also be used against you.NOTE: I am not saying a more realistic combat system would immediately be more enjoyable. Slaughtering things by the thousands in Dynasty Warrios or Diablo certainly has its appeal.
I can't grasp the concept of abstraction.
Neither can I.
I can't grasp the concept of abstraction.Neither can I.
This is why the dominant weapon of ancient warfare has generally been some manner of spear or pike. Swords were generally held as a backup. The ability to stab the other guy before he can even touch you is a huge advantage.Actually I forgot one very real advantage: Reach.
This is why the dominant weapon of ancient warfare has generally been some manner of spear or pike. Swords were generally held as a backup. The ability to stab the other guy before he can even touch you is a huge advantage.
In Japan they had no metal armor. Or much steel at all. That's why katanas were as expensive as they were, not because they were so exceptionally good. They were about as good as an average European longsword, which was far cheaper. Because here in Europe, good quality steel was abundant.This is why the dominant weapon of ancient warfare has generally been some manner of spear or pike. Swords were generally held as a backup. The ability to stab the other guy before he can even touch you is a huge advantage.
in japan they fought with dual wielding katanas.
In terms of one-on-one, fucking definitely. You have exactly echoed my beliefs.This is why the dominant weapon of ancient warfare has generally been some manner of spear or pike. Swords were generally held as a backup. The ability to stab the other guy before he can even touch you is a huge advantage.Actually I forgot one very real advantage: Reach.
HeheheheKatanas were made with meteor steel,and the techniques Japan smiths used to produce them are long lost.
They where very strong swords,able to cut the barrel of a modern day machine gun.
True that. Albeit also a lot of horseback in Japan, basically due to the environment and resources.In japan they mostly fought with bows and spears. Katana was a glorified blinged-up sidearm - as was pretty much almost every other sword ever for that matter.