had a chunk of game design work itself out in my head involving classifying melee weapon designs by the types of machine involved. they're mostly lever-wedges, i guess. i'm kinda reaching the conclusion that a flail or whip is a pulley, though, which is fascinating
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yeah i think my line of thought with the pulleys is wrong but hopefully somebody will be along to well actually me about it, taking advantage of the "if you want a question answered, give a wrong answer for it on the internet" principle
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ugh it's boring if they're just another damn lever
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Well, hafted blades (axes, halberds) are very different from e.g. longswords. It depends on what kind of game you want to build, but I don't recommend making "chance of success" dependent on a given skill, but rather the breadth and depth of understanding of "fighting".
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For instance, learning to handle a staff in combat at all improves your ability to use halberds, spears, some kinds of other long or hafted weapons, etc., and also to defeat them. So maybe only one fighting bonus, but you might or might not have mastered "tricks" for the staff.
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I'd worked out a system where people learned maneuvers based on the tagged properties of a weapon and every weapon had one+ tags, e.g. a halberd could use axe, staff, and spear maneuvers, but I shied away because I worried it might seem like I was making my favorite weapon OP.
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I'm here for this extremely specific take, dish dish.
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i was basically thinking that the flail or whip was using the target to alter the direction of the kinetic energy involved and that made it a pulley. but it's not really right, the KE is moving in the wrong direction and the important part of what it's doing is lever behavior
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