Putting the 'role' back in role-playing games since 2002.
Donate to Codex
Good Old Games
  • Welcome to rpgcodex.net, a site dedicated to discussing computer based role-playing games in a free and open fashion. We're less strict than other forums, but please refer to the rules.

    "This message is awaiting moderator approval": All new users must pass through our moderation queue before they will be able to post normally. Until your account has "passed" your posts will only be visible to yourself (and moderators) until they are approved. Give us a week to get around to approving / deleting / ignoring your mundane opinion on crap before hassling us about it. Once you have passed the moderation period (think of it as a test), you will be able to post normally, just like all the other retards.

GameDesign: Weapon skills synergies

kris

Arcane
Joined
Oct 27, 2004
Messages
8,844
Location
Lulea, Sweden
Mentioned this in another thread. Rolemaster system: (taking away some weapons for simplicities sake)

1-H edge
- Long sword
- Dagger
- Axe
1-H Crush
- Hammer
- Morning star
2-H edge
- 2-H sword
- 2-H axe
Missile
- Long bow
- crossbow
Throw
- Knife
- spear
Polearms
- Lance
- Spear

In this system the groups are called categories and you separetly improve those. In rolemaster it is like this (simplified):

I put three skill points in "1-h edge" and two skill points in "Long sword". Hitting with a long sword is then + 19, 3*3=9 for the 1-H edge categorie and 2*5=10 for the long sword. this is somewhat similar to what I saw in Wizardry 8 with a "meele skill" as well as the weapon ones.

How you progress in both categorie and individual skills are something that can be solved in several ways of course.
 

As an Amazon Associate, rpgcodex.net earns from qualifying purchases.
Back
Top Bottom