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Nightmist - Improving the game >> Suggestions >> item stats, weight!
(Message started by: dognapot on 04/11/03 at 23:20:02)

Title: item stats, weight!
Post by dognapot on 04/11/03 at 23:20:02
i was thinking how cool it would be to have katana like weapons, but i knew it have to be a lower damage being a short sword type weapon. it isn't right i think because it's still an effective weapon in all reality. so that inspired the following stats

weight: weight should effect chance to hit and the chance to dodge or deflect an attack. the more weight the more damage in addition to base damage should be possible. however at the same time the more weight an item has the less ease of mobility a player should be allowed even to such an extent that in weaker characters there should be random stamina penalties when weilding a heavy weapon with little strength.

im sure jlh and pan can think of good numbers so what i'm going to suggest is that at 17 str weight should make no difference to large fighting weapons likes halberds and axes and long sword styled weapons but str below 17 should risk larger penalties.

now light weight weapons would not increase dexterity. i thought that a raise in dexterity is too much because it affects your dodging and success in stealing, covert, avoiding traps and that doesn't come from having a stupid knife around your waist. light weight weapons should increase your ability to hit in combat greatly. it should not increase your ability to dodge the same though, it should affect that by about half.

the idea is that people who are wearing alot of heavy equipment need to have the strength to use it and that only so much weight can be applied to a person before they come over encumbered and less effective. the stat changing items are good but aren't always necessary when it comes to standard armor and weapons because they mainly effect strength and dexterity. just bringing weight into the picture will be more effective in making equipment more suited thier functions.

Title: Re: item stats, weight!
Post by Aidon on 04/11/03 at 23:33:03
I have seen this implemented in many other RPG's and I liked it very much.  It adds to "character" of the character, and to me only makes sense.

Title: Re: item stats, weight!
Post by drizzt_dourden on 04/12/03 at 13:47:36

on 04/11/03 at 23:20:02, dognapot wrote:
i was thinking how cool it would be to have katana like weapons, but i knew it have to be a lower damage being a short sword type weapon.


not sure where your idea of a katana comes from, but most are actually two handed swords, and quite long. not quite as long as most claymores, but defiately longer than your average short sword.

yes they are light weight, but still more than capable of severing your head clean from your neck.....so id have to go with good damage, great mobility, and highly expensive.....but i love the rest of the idea.
just for comparison, id say a claymore would be more of a great damage, low mobilty, moderate price.

Title: Re: item stats, weight!
Post by dognapot on 04/13/03 at 04:16:57
i thought the long two handed one was a dai-katana, oh well, you guys know what i'm getting at.

Title: Re: item stats, weight!
Post by Deval on 04/14/03 at 01:59:41
I understood that Katana could quite easily be wielded in one hand, and was an effective weapon when used in the Daisho, Long and Short, a combination of the Katana and the Wakuzachi (or however you spell the god d**ned thing). Still, I don't think oriental weapons really fit into the current theme of Nightmist



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