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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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.
End of conversation
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