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A Question of Arms
Topic Started: February 18, 2013, 9:54 am (1,840 Views)
oniskieth
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The Silver Light
A rapier is in no way a defensive weapon. Before the side stance became widely known they weren't even used for parrying, and after the stance was adoped it was only good when paired against another rapier. Otherwise the blade isn't thick enough to parry blows from larger bladed weapons (like a sabre). Parrying daggers and bucklers were always accompanied with a rapier for a reason.
Edited by oniskieth, February 20, 2013, 10:40 pm.
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Kazemitsu
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Why is there defense on a weapon anyway? Weapons in general should just be Attack and Speed. Let the armor and shields take care of Defense and Life. Just makes it easier on you and us.
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Onime No Ryu
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oniskieth
February 20, 2013, 10:22 pm
A rapier is in no way a defensive weapon. Before the side stance became widely known they weren't even used for parrying, and after the stance was adoped it was only good when paired against another rapier. Otherwise the blade isn't thick enough to parry blows from larger bladed weapons (like a sabre). Parrying daggers and bucklers were always accompanied with a rapier for a reason.
That's why the sabre has more attack power than the rapier has defense, as do most of the other swords that would be heavier than the rapier. The rapier has enough defense to handle the lighter weapons, but not the heavier ones.

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Why is there defense on a weapon anyway? Weapons in general should just be Attack and Speed. Let the armor and shields take care of Defense and Life. Just makes it easier on you and us.


Because there are so many swords I had to find another way to differentiate them, and because some swords have specific designs to protect the hand holding it and to be good at parrying. Like the flamberge; its wavy design slowed down any sword that locked up with it due to angles and friction, so it was good at blocking other blades, even heavier ones.
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Garm0099
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So would this mean if i want to use a Rapier of a certain shape it would have slightly different stats or would it be the same?
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Kazemitsu
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The thing about rapiers back in the day, Garm, was that they were relatively thin swords. Not the twigs they are right now. I'd say at their widest point a rapier was one inch, maybe 1.5in. Also the only "design" difference was the basket on the hilt and that was just a country to country blacksmith to blacksmith thing.
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Garm0099
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No I know how Rapiers look mostly, I just had a plan of a certain look of a Rapier I wanted to use. One plan basically amounted to something that looked like a longsword with a thinner blade. Another was just a two-edged rapier. Thinking on it now though Rapier may not be the best for my plans of trying to pierce armor (plan A actually was Estoc but I decided against it). Now I'm slightly leaning towards something like a curved sword maybe as it wouldn't make sense to have an elegant expensive weapon in a setting like this. Pretty much everything but weapons I have figured out for my character lol.
Edited by Garm0099, February 21, 2013, 8:09 am.
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Onime No Ryu
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I still need designs for weapons, by the way. Especially legendary ones we could find.
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Keith
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Mage
What exactly makes a weapon legendary? Magical properties?
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Onime No Ryu
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burntmeat
February 21, 2013, 10:04 am
What exactly makes a weapon legendary? Magical properties?
Dealing elemental damage, adding effects like poison or paralysis, having some kind of condition added to it like doubling life while halving defense, etc.
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oniskieth
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Onime No Ryu
February 21, 2013, 6:36 am
That's why the sabre has more attack power than the rapier has defense, as do most of the other swords that would be heavier than the rapier. The rapier has enough defense to handle the lighter weapons, but not the heavier ones.
But thats the thing! Rapiers can only block against other rapiers. 3 defense is far to generous, and if you're giving a weapon defense just based on it's ability to parry then all 1 handed swords should have atleast 1 defense.
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Keith
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Phoenix Fletchings - A blackened leather quiver that is warm to the touch. The arrows it holds are fletched with the feathers of a phoenix. As they travel they will ignite, and upon impact release a plume of flame. The arrows replenish themselves over time.
+10 fire damage to a medium area, only works with bows

Null Needle - A spear that appears to be made of smooth, polished jet, coming a point at both ends. When it draws blood, the number of Charges available on the victim's last-used Mystsphere decreases by 1.
+16 attack, each hit removes one Charge from the victim's last-used Mystsphere


Indra - An enormous bow, just taller than a man, said to have been used by a demigod. The arms have deep purple plating set upon their fronts, from which protrude four spikes. Electricity arcs between these spikes, and when an arrow is drawn the electricity will jump to its head, charging it with static. After firing, a bolt of lightning will strike the point of impact and inflict a brief paralysis.
+20 attack, +3 defense, -1 speed. Attacks cause brief (1 post) paralysis to a small area.


Prismatic Edge - A regular sword with an ornate gold hilt with crimson leather wrapped about the grip. The blade appears to be crystalline, and shifting lights of red, blue, green, and purple shimmer within. Its damage is dealt as a mixture of Fire, Ice, Earth, and Lightning and can randomly cause burning, chill, vulnerability, or paralysis.
+3 fire, ice, earth, lightning damage for +12 total. +5 defense +2 speed. Each hit will either deal 3 fire damage, lower speed by one for 1 post, lower defense by 3 for one post, or inflict paralysis to the struck limb for one post.


Morphos - A silver sphere the size of an orange. It can take the form of any weapon the user desires, gaining the appropriate stats.
+Normal stats of any weapon WITHOUT the negatives.


The Penetrator - A stiletto with a wickedly serrated edge. Its attacks ignore armor and cannot be blocked, only dodged or parried.
+3 attack +6 speed, attacks cannot be blocked or mitigated by armor


Bloodlust - An ordinary katana that seems to have a reddish tint in the proper light. When it draws blood its attack power or whatever increases. It has no grip - just a blade - and thus causes the user to inflict minor wounds to their self with each swing.
+5 attack, -1 defense, +3 speed. Gains 1 attack each time the user swings or parries at the cost of 2% of their health. Gains //x attack per //x% of damage inflicted on the enemy.


Ultraxis - A bastard sword that seems to be ethereal, as if it does not fully dwell in this reality. It becomes more corporeal by fully absorbing any form of energy - kinetic, thermal, etc - and then releasing it in a devastating blast wave.
+5-15 attack, +2 defense, +1 speed. Gains 3-5 attack per parry. Can parry spells. After reaching 15 attack a large area around the wielder is hit with neutral energy at 15 attack, at which point the sword's attack value resets.


Tohuvabohu - Appears to be a length of bubbling liquid shadow the size of an average sword. Its swings induce chaos, causing effects such as randomly teleporting the wielder and/or their opponent, creating illusions, causing hallucinations, nullifying gravity, and so forth.
+1-10 attack, +1-10 defense, +1 speed. Attack and defense change randomly each post. Hits and parries from either combatant cause a chaotic effect.


Pacifist - The counterpart to Bloodlust, this katana has no edge. When the wielder takes damage, their defense increases proportionate to the severity of the inflicted wound.
-1 attack, +7 defense, +3 speed. Gains //x defense per //x% of damage inflicted on the enemy.


Noxxion - A bronze kris knife that drips a sickly green fluid. Even the tiniest of scratches inflicts a terrible poison that causes pain, blurred vision, loss of coordination, and eventually delirium.
+1 attack, +4 speed. Each hit inflicts a poison that lasts 3 posts, dealing 5 attack of damage per post. First post induces reduced accuracy, second post reduced accuracy, -3 defense, and -3 attack, and third post doubles those values and causes confusion.


Thousandstrikes - An elegant foil with an edged blade not usually found on such a weapon. When thrust or swung, nine ethereal blades lash out in the same general direction - for example, a thrust might be accompanied by a cone of thrusts, while a swing might have swings parallel to it and trailing it.
+1 * 10 attack, +4 speed. Cannot parry.


Lifehunter - A double-edged cobalt scythe (polearm for technical classification) with three small blades protruding from the back of the head. It is counterbalanced for ease of swinging, and it seems to somehow find its victims more often than not. ((Speed is the amount of active non-Mystsphere avoids we can use right? This reduces that for the enemy.))
+Later


Windwalker - A katana with no blade. An edge of wind forms as it moves, causing faster strikes to deal more damage.
+1-20 attack, +3 speed. Can only parry light weapons unless certain circumstances are met. Greatly increased movement speed for wielder. Functionality will be elaborated once/if someone obtains it.


Excalibur - Once a blade of legend, this artifact has been cursed by the darkest of fel magics. You don't want to wield it.
+100 attack, -10 speed, -10 defense. Each swing rips 25% of the user's health away. He who wields it is constantly hunted by living dead and eldritch abominations. You really don't want it.

Will finish later, all are subject to change depending on how the system shapes up within the RP.
Edited by Keith, March 5, 2013, 2:59 pm.
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Onime No Ryu
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oniskieth
February 21, 2013, 12:36 pm
Onime No Ryu
February 21, 2013, 6:36 am
That's why the sabre has more attack power than the rapier has defense, as do most of the other swords that would be heavier than the rapier. The rapier has enough defense to handle the lighter weapons, but not the heavier ones.
But thats the thing! Rapiers can only block against other rapiers. 3 defense is far to generous, and if you're giving a weapon defense just based on it's ability to parry then all 1 handed swords should have atleast 1 defense.
I can see your point, so if other people agree then ill change it.
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Kazemitsu
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I'd say a rapier can block other swords, just not the bigger heavier ones. They'd be able to parry arming swords and shortswords, but a broadsword would just break it.

Garm...all rapiers are double sided, it's only the "rapiers" now that don't have a dual side. There really aren't a lot of single sided swords, it's just the curved ones I believe.
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Onime No Ryu
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Burnt, if you could include stats for those weapons based on what you've seen so far that'd be great.

Here's another batch of weapons, let me know if any of them need work. Two handed swords (some of which are interchangeable with one hand), maces, axes, and polearms.

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Kazemitsu
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Take out the ball and chain, it's the same exact thing as a flail(unless you're counting the prisoner type) and even then it'd be a one handed weapon. You missed some axes, bub :p great axe, war axe, boarding axe, bearded axe, broad axe, axe hammer(which is one handed). A battle axe is the typical one handed axes you see in most medieval films, it has a trumpet shape with a spike fluke instead of the 'hammer' back of a hatchet and axe.

Warhammers are actually one handed, typically used by cavalry when they aren't charging so put that in one hand. A maul is what you're thinking when you're in the 2handed category since it's basically a sledgehammer only bigger.

Not bashing, just helping with game knowledge and real knowledge. After all I'm generally the one using these weapons XD
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Onime No Ryu
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Kazemitsu
February 21, 2013, 5:54 pm
Take out the ball and chain, it's the same exact thing as a flail(unless you're counting the prisoner type) and even then it'd be a one handed weapon. You missed some axes, bub :p great axe, war axe, boarding axe, bearded axe, broad axe, axe hammer(which is one handed). A battle axe is the typical one handed axes you see in most medieval films, it has a trumpet shape with a spike fluke instead of the 'hammer' back of a hatchet and axe.

Warhammers are actually one handed, typically used by cavalry when they aren't charging so put that in one hand. A maul is what you're thinking when you're in the 2handed category since it's basically a sledgehammer only bigger.

Not bashing, just helping with game knowledge and real knowledge. After all I'm generally the one using these weapons XD
For a flail, I was thinking of this:

Spoiler: click to toggle


Which has a shorter chain than the ball and chain, which is this:

Spoiler: click to toggle


The flail can be used with one hand, while the ball-and-chain would require both hands to properly manipulate.

There weren't enough differences between all those axes for me to put them in. My version of the battle axe is the big double headed kind that requires two hands. My warhammer pretty much is the maul, I didn't put the one handed warhammer in there because I just forgot it.
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NTNP
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Hmm, this is more a... balancing issue but some weapons just seem systematically better than others with no real justification for a reasoning. Take the weakest weapon (arming sword +2 attack) versus the small sword (+2 attack, +1 defense, +3 speed). Just right there, that is a 4 point difference for basically choosing a similar sized and shaped sword for no other reason. And that isn't even considering the weapons with a slight 'damage' quality like the Warhammer (+14 attack, -4 speed). Realistically the gains for these weapons are downright horrid as far as balancing goes. An arming sword has a +2, the short sword has +6 and the warhammer has +10.

If you are going with this sort of system, may I make a suggestion? For weapons that are inherently weaker than the average (lets call average 5), then give them a special attribute to make it up. Like say the arming sword can cause double damage to unarmored opponents. Or the club has a 25% chance of knocking out an enemy instantly. Then for the inherently stronger weapons (lets say the average of 8 or higher) give them a drawback. Like say after a swing the warhammer causes the user to be unable to dodge a counter attack or the bardarche can only be used as a counter attack effectively.

The other option would be to use a system to obtain balance. Give all weapons a "base" number (say 8) and then attribute them with those points going into different areas along with providing special bonuses (double damage against particular foes +3, double accuracy when counter-attacking +4 etc) and penalties (cannot dodge after use -4, cannot be used while defending -3 etc) for their use to help balance them. Either way is doable, but as it stands your weapon balance isn't for shit.
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Onime No Ryu
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NTNP
February 21, 2013, 6:19 pm
Hmm, this is more a... balancing issue but some weapons just seem systematically better than others with no real justification for a reasoning. Take the weakest weapon (arming sword +2 attack) versus the small sword (+2 attack, +1 defense, +3 speed). Just right there, that is a 4 point difference for basically choosing a similar sized and shaped sword for no other reason. And that isn't even considering the weapons with a slight 'damage' quality like the Warhammer (+14 attack, -4 speed). Realistically the gains for these weapons are downright horrid as far as balancing goes. An arming sword has a +2, the short sword has +6 and the warhammer has +10.

If you are going with this sort of system, may I make a suggestion? For weapons that are inherently weaker than the average (lets call average 5), then give them a special attribute to make it up. Like say the arming sword can cause double damage to unarmored opponents. Or the club has a 25% chance of knocking out an enemy instantly. Then for the inherently stronger weapons (lets say the average of 8 or higher) give them a drawback. Like say after a swing the warhammer causes the user to be unable to dodge a counter attack or the bardarche can only be used as a counter attack effectively.

The other option would be to use a system to obtain balance. Give all weapons a "base" number (say 8) and then attribute them with those points going into different areas along with providing special bonuses (double damage against particular foes +3, double accuracy when counter-attacking +4 etc) and penalties (cannot dodge after use -4, cannot be used while defending -3 etc) for their use to help balance them. Either way is doable, but as it stands your weapon balance isn't for shit.
Some weapons are supposed to be better than others. A greatsword is obviously going to do more damage than a knife. They're not all supposed to be balanced. Also, the smallsword isn't the same as the arming sword, it's an evolution of the rapier.

I'm saving extra effects like that for magic and legendary weapons--but even so some of the examples you give would make things too complex.

Again, they aren't supposed to be balanced.
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Onime No Ryu
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Bows and crossbows, this time with prices.

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Onime No Ryu
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Armor, w/ prices.

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Onime No Ryu
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And with shields, that makes all of the basic equipment we'll need to get started! Now we can branch out into working on custom stuff, like legendary weapons or weapons that don't fit into any of the so-far categories, and start on the story!

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Kazemitsu
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Forgot the two round shields, the tower shield as well.
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