Difference between revisions of "Weapon"
(things you hit monsters with) |
m |
||
(3 intermediate revisions by 2 users not shown) | |||
Line 1: | Line 1: | ||
Something you hurt monsters with. Types include [[melee]] weapons such as swords and ranged weapons such as crossbows. Weapons are usually divided into different types, like "axes" or "maces&flails". There is often a skill for each weapon type. | Something you hurt monsters with. Types include [[melee]] weapons such as swords and ranged weapons such as crossbows. Weapons are usually divided into different types, like "axes" or "maces&flails". There is often a skill for each weapon type. | ||
Weapons usually carry an enchantment, called a "plus", which modifies a weapon's damage and/or accuracy. Some games (like [[Crawl]]) have two different | Weapons usually carry an enchantment, called a "plus", which modifies a weapon's damage and/or accuracy. Some games (like [[Crawl]]) have two different pluses, one for accuracy and one for damage. There are almost always ways of magically increasing a weapon's plus. | ||
Some games have artifact weapons that carry magical powers. | Some games have artifact weapons that carry magical powers. | ||
Qualities weapons may have include (as usual, this list carries a caution against using all items on the list at once): | |||
*damage done | |||
**amount | |||
**type | |||
*ease of use | |||
**modifier to skill check | |||
**modifier to learning cost/rate | |||
**modifier to chance of weapon fumble | |||
**different stat requirements to use properly | |||
*chance of critical hit | |||
*type of critical hit | |||
*parrying modifier | |||
*armor-damaging modifier | |||
*penetrate/ignore armor modifier | |||
*range or reach | |||
*attack speed (time taken by attack) | |||
*recovery time (time before next attack is possible, usually | |||
short/nil, but crossbows require long recovery) - "recover weapon" as | |||
action? | |||
*readying time (time to deploy weapon from unready state, long | |||
for stringing bow, short for drawing sword, can be reduced with skill) | |||
*exhaustion modifier | |||
*recoil (penalty to next shot if not recovered?) | |||
*breakage/jamming/fumbling stats | |||
*minimal strength/agility | |||
*required height to use | |||
*required space to use | |||
*one or two handed | |||
*market value | |||
*cultural availability (including arms control laws) | |||
*cultural significance | |||
*ammunition type used | |||
*ammunition capacity | |||
*weight | |||
*balance (quality as thrown weapon) | |||
*appearance (plain, fancy, strange designs) | |||
*tech level | |||
*material(s) | |||
*special features | |||
**enchantments | |||
**"smart" weapons | |||
**scopes | |||
**silencer | |||
*concealability | |||
[[category:concepts]] |
Latest revision as of 07:13, 24 May 2011
Something you hurt monsters with. Types include melee weapons such as swords and ranged weapons such as crossbows. Weapons are usually divided into different types, like "axes" or "maces&flails". There is often a skill for each weapon type.
Weapons usually carry an enchantment, called a "plus", which modifies a weapon's damage and/or accuracy. Some games (like Crawl) have two different pluses, one for accuracy and one for damage. There are almost always ways of magically increasing a weapon's plus.
Some games have artifact weapons that carry magical powers.
Qualities weapons may have include (as usual, this list carries a caution against using all items on the list at once):
- damage done
- amount
- type
- ease of use
- modifier to skill check
- modifier to learning cost/rate
- modifier to chance of weapon fumble
- different stat requirements to use properly
- chance of critical hit
- type of critical hit
- parrying modifier
- armor-damaging modifier
- penetrate/ignore armor modifier
- range or reach
- attack speed (time taken by attack)
- recovery time (time before next attack is possible, usually
short/nil, but crossbows require long recovery) - "recover weapon" as action?
- readying time (time to deploy weapon from unready state, long
for stringing bow, short for drawing sword, can be reduced with skill)
- exhaustion modifier
- recoil (penalty to next shot if not recovered?)
- breakage/jamming/fumbling stats
- minimal strength/agility
- required height to use
- required space to use
- one or two handed
- market value
- cultural availability (including arms control laws)
- cultural significance
- ammunition type used
- ammunition capacity
- weight
- balance (quality as thrown weapon)
- appearance (plain, fancy, strange designs)
- tech level
- material(s)
- special features
- enchantments
- "smart" weapons
- scopes
- silencer
- concealability