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Page name: BU Stone Age Weapons [Exported view] [RSS]
2007-01-26 05:00:42
Last author: Vesthrix
Owner: Vesthrix
# of watchers: 2
Fans: 0
D20: 14
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Stone Age Weapons

Fist: 0 accuracy; -5 damage; skill used: unarmed

Kick: -2 accuracy; 0 damage; Skill used: unarmed

Club: -5 accuracy; +6 damage; weight: 8lb; skill used: Melee; price: 1 credit

Staff: -3 accuracy; +4 damage; weight: 3lb; skill used: Melee; price: 1 credit!

Sling Shot: -10 accuracy; +2 damage; range: 4L; shots/clip: 1, amo type: Small stones; skill used: Small Guns; price: 2 credits

Stone Spear: -3 accuracy; +5 damage; range: 2L; weight: 5lb; skill used: Melee; Price: 3 credits

Rock: -10 accuracy; +0 damage; range: 3L; weight: 3lb; skill used: Throwing Weapons; price: 0 credits

Bola: -5 accuracy; no damage, immobilizes opponent (Avoid save: Accuracy); range: 3L; weight: 6lb; skill used: Throwing Weapons; price: 3 credits

Boomerang: -3 accuracy; +2 damage; range: 6L; weight: 2lb; skill used: Throwing Weapons; price: 5 credits Special: if you have a score of 60 in Throwing Weapons and miss then this weapon returns to you at the end of your turn. Same happens if you have a score of 100 and hit.


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2004-10-14 [og_ghost]: are you considering the effect weapons have on fighting style and the effect fighting style has on combat properties?

2004-10-14 [og_ghost]: i mean, a staff is much more fluid than, say, a club or an axe, and so the fighting style allows boosts agility, while the axe would add encumberment.

2004-10-14 [Vesthrix]: I was thinking about making double weapons require less energy for additional attacks then normal weapons. There's a lot that needs to be do before this gets off the coming soon page. Example: Ranges are in ft. they should be in lurks. I, being an american just make them in ft as secound nature.

2004-10-16 [og_ghost]: i think that having fighting styles be a factor in the combat would be a nice addition. It would make gameplay more realistic; after all, especially in circumstances of exagerrated combat abilities, the staff is much more agile than our axe, and so evade would be raised. Also, what have you in place as far as blocking attacks is concerned?

2004-10-16 [Vesthrix]: To keep the system simple i wasn't going to go there. Maybe we could make it so that if you take a knack you get bonuses like that. I was goign to do something like that with unarmed combat.

2004-10-18 [og_ghost]: No need for simplicity if you can achieve elegance. That's a common misconception about game design/etc. It doesn't have to be simple. It can be as complex as you like or need. What it DOES have to be is elegant, graceful, smooth. It needs to be flush with what is possible. And it needs to be easy. But it doesn't need to be simple.

2004-10-18 [Vesthrix]: I say that is inpossible to have elegants, gracefulness, or smoothness with out simplicity. The trick is not including ever idea you have but in knowing what to leave out. I do plan revise the weapons at some point and I do like fighting styles.

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