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Weapons

🕑 Added 2023-06-13 22:24:13 +0000 UTC

Comments

Kevin R Burford

Strongly agree with Zeyami above. If "Bludgeoning" was called "Knockback" the name would evoke the effect it has on the game without sounding too techinical. This looks awesome! I love the bold idea of not changing the damage dice at all for different weapons.

Chappy Hall

I think this is really neat. There is an OSR live play I follow where they use homebrew weapon rules similar to this where your weapon doesn’t decide damage it just has certain properties. It is awesome because it makes a lot of sense that a trained warrior can do a ton of damage with either a well placed stab or a cleaving axe swing. It also makes weapon choice more interesting instead of just big die better. Excited to see how this system develops or changes.

Zeyami

This is awesome. I think the reason bludgeoning sounds weird on the longbow, is that bludgeoning isn't describing the effect but rather the wound.

Tony Sladky

As simeoeh

Ryan

I think a weapon upgrade/customization system could be neat. Give the players a chance to fine tune the traits and stats of their weapons so they feel more connected to the weapon.

dillin brawner

It would be cool if some of the monsters or enemies had auto-damage counters. So the Fast weapons, or anything that ignored armor absorption had a specific counter built into specific enemies. Maybe instead of (or in addition to) absorbing damage with armor from attacks, the enemy can absorb Fast or RAW damage and counter when the absorbed damage falls to 0. I don’t know why but I think of displacer beasts being an example of this; they attack the Shadow, he’s wielding a dagger and auto damages before the displacer’s attack but, the beast’s special trait activates where it counters the auto-damage with a special counter, an additional attack or auto-damage. It would definitely make you think twice about your weapon choices during combat.

NoSmallParts

A bunch of cool ideas here! Really looking forward to seeing how they flow and jive with the broader whole.

J Farthing

Looking good. I'd personally like to see the spear represented but I figure it looks easy enough for players or the director to design their own weapons that follow the general idea (or tweak the existing ones if players want to litigate that a particular weapon should have reach or whatever).

Maciej

I've loudly exclaimed "yes!" when reading that shields will be just weapons with the Deflect property. Also really happy with weapons not being tied to damage, spavelin + shield archetype really needs better representation than what we got in D&D.

Edward Welsh

Would there be a benefit to keeping one hand free? Would there be any situation where you'd want to hold just a dagger in one hand for instance.

Lane Hillard

I had this exact thought, having heavy weapons somehow affect a possible stamina system is a neat idea. You could apply this to heavy armor too, plate armor doesn't really make you "slower" per se, but you can't be fast for very damn long lol. But like you said authenticity doesn't always come in higher than fun, I'm just excited to see what they come up with!

Dave

I would note that, perhaps contrary to the above assumptions, many Heavy weapons are explicitly good at keeping multiple enemies at bay. You have lots of reach and momentum, and while sure, if everyone dogpiled you they could bring you down, nobody wants to be the one guy who went in a little fast and got cleaved. If everyone dogpiled the guy with two knives, sure, one or two of you are getting stabbed, but if you have even minimal armor, or grapple them and pin an arm, it's much safer than trying to grapple someone swinging a greatsword around. The actual downside to heavy weapons is that you get tired faster using them. Just a thought. Sometimes fun comes in higher than authenticity on the scale, and that's fine.

MCDM Productions

The defender does 1 damage to the attacker.

BasCB

I guess that would be about how you USE the sword - giving different manoeuvres for attacking (or defending?) with one or with both hands that affect the result (2handed means bigger impact, 1 handed more versatile/enabling to hold something in the other hand)

Firstbourne

What happens when someone using a Fast weapon attacks another combatant wielding a Fast weapon? ... Also, I'm loving this update! Looking forward to more.

Murilo Trigo

Deflect, Guarding, and Riposte can also create interesting choices for Shields.

Aidan Boyle

Is the ability you use for damage (might vs. agility vs. whatever) solely determined by class, or does weapon choice play a role in that?

GubDM

I notice the longsword is one-handed. I get that that's traditional, but I'd also like to see a two-handed sword that's quicker than a Berserk-style chunk-of-iron greatsword. Obviously so I can be the surrounded samurai with just the sword... but the design is clear and robust, so I can already kind of guess what traits that would have!

GubDM

Really curious to see how y'all approach damage types, vulnerabilities and such. I really like the idea of every monster having at least one vulnerability, like Pokemon. A bit of system mastery, a bit of planning to do. Or like in the witcher where you have to craft certain oils to put on your weapons ahead of a fight.

Anthony Laffan

This. Or two short swords. Especially with how Fast works. Seeing someone sacrifice their own safety to brutally counter stab people in a "I'll kill you before you kill me" mentality sounds pretty furious.

Anthony Laffan

This seems super cool. Also if Shield is Deflect 2 and Longsword is Deflect 2, it really naturally explains through mechanics why so many tank protagonists in fantasy stories sword and board. One thing I'm curious about, will there be a negative/positive side to the light/heavy weapons to balance things out or is the expectation to balance it out with damage?

Edward Welsh

Big fan! Although I think the class fantasy of a fury with akimbo daggers is very strong imo. See Drax from guardians of the galaxy.

MShin

I think the fantasy is that when you are in close combat you are faster do defend on all sides with a light and quick weapon rather than a long and heavy one. Which is kind of true if all your opponents get into really close combat. What is missing though is the area control that something like a Greatsword, Dane Axe or even a quarterstaff allow you to exercise. And it doesn't take into account the reach advantage of some of these big weapons over something like a scimitar. Yes, a pike has more reach, but still a Dane axe has more than a scimitar. Maybe (and it sounds counter-intuitive) I would give the heavy, sweeping weapons the Fast stat. It is a different concept than that of a dagger, that inflicts a fast, quick strike, very hard to defend against, but the result is not too different. Then maybe having something like deflect 1, brutal 2 and fast 2 would be a bit OP for a Greatsword. Maybe that concept can be part of some manouvre or even a style swap. Like alternative stats depending on how you want to use a weapon in a round. Maybe you have something like "(Deflect 1, Brutal2) / (Fast 2, Brutal 1)" and you can choose if you want to use these weapons as duelling or area control.

Edward Bennigsen

Very very much like this design! Vastly more interesting than damage bags, and very intuitive. Two questions! What about weapon manoeuvres? Eg charge, set defence/counter-charge, epic martial arts with my staff. And what about thrown weapons? “Thrown” is one of the only properties on D&D weapons that makes them a little more interesting. Eg daggers, handaxes, shuriken. My guess is these would have to have different properties when thrown vs when wielded.

Ole Ingvar Stene

I really like this - my only gripe is the mechanic where you are harder to overwhelm with light weapons, but easier with heavy weapons. To me, it it seems to be the other way around, with light weapons you lack reach, and facing several opponents they will be able to control you and if you try to defend against one, another will strike at you. With heavy weapon you'll have great reach, and can fend off enemies more easily and make it harder for them to gang up. Might be that I don't understand the fantasy of this, but at a glance this makes absolutely no sense to me.

Richard Harvey

I love this. It is immediately understandable, which illustrates that it's probably going to mean it's easy to remember and actually adds a lot of flavor for characters. I'm excited to see where this leads.

Richard Miller

Can I suggest spears have Fast 1 and Deflect/Parry 1? They are both good at keeping you from getting hit and at poking holes in the people trying to hit you before they actually can.

MCDM Productions

You only get the overwhelmed buff if you're wielding only light or no weapons.

aki

Could a character duel wield a medium and light weapon and still benefit from the overwhelmed buff? If so is there any reason to not also wield a dagger or shortsword in your off hand when you're wielding a medium weapon.

MCDM Productions

That's a good question! I'm not even sure we've seen all the Traits yet. Part of figuring out stuff like Whip is trying to focus in on what fantasy folks imagine. Which isn't always possible in which case the next step is just making it *cool*. :D Then you get some folks who are like "well that's not how I imagined a whip working" but lots of other folks saying "Cool!"

Laerite

I really love this design it seems so much more interesting to play with and actually gives a reason to switch weapons about. My only concern would be burst x where x is the no. of adjacent enemies, it seems to me to be the most situational of the bunch - that is to say, the other perks seem to activate pretty consistently, whereas burst is dependant on factors less in the players control, and requires you to put yourself in more danger if you do try to control it yourself. Perhaps it deserves more than 1 damage? Or perhaps I'm underestimating how often you have multiple opponents right next to you; after all, overwhelmed encourages flanking, so even if I have a burst weapon the enemies will still want to surround me despite the risk? I guess I can't know without playing it, which y'all seem to be doing plenty of, so I'm sure if there's any issues you'll find em. Keep up the good work! Loving all these updates.

Mattamue

Love seeing some deflect on the greatsword. The tanky 2h is such a fun idea. I'd love to jump into a crowd as a fury and get overwhelmed on purpose just to get juiced on fury or whatever, and go nuts.

Collin Babcock

Weapon design for rpgs is so fascinating. Thanks for sharing your method!

Christopher Bakker

The fantasy this immediately conjures up for me is the party worrying about their Fury getting Overwhelmed, only to see them start swinging their warhammer around and just sending motherfuckers flying in every direction. I want to play this movie.

Stuart Watkinson

I really like this. I am very keen to start running when you start to open up playtesting. Also, what are the plans for The Spear, the glorious combat master weapon?

Roman Penna

I really like the difference between the Shortbow and Longbow - feels authentic as well. I think I would go flying back if I got hit by a massive arrow from 30 squares away. I like the weapons, seems fun, cinematic and intuitive.

Martin

This is awesome! How cool would it be for a heavy weapon to do burst? A greatsword, for example, could do burst 2 instead of having deflect and brutal, which would allow the fury to wade through a sea of goblins and just go to town. I really really like the concept that weapons define your style, and not the damage you deal. Great work guys, I'm so hyped to try this game out!

Avernus Of Hades

I’m wondering what traits a whip might have. I have players who always want to use whips.

Chris H.

I gotta say, I really like the idea of giving weapons more distinct features than the size of their damage die. This is a feature I'm excited to see in use.

Vitruvian Link

As an aside, I'm wracking my brain for a good convention for "fast", since it's a keyword that could potentially be put on armors and spells. Doesn't make since for spike armor to be "fast", but can't use thorny since that's Diablo. Maybe "sharp" to be the opposite of "bludgeon", but it doesn't make sense for a fire shield spell to be "sharp" 🤔🤔 I have total confidence this team will come up with all sorts of stuff I could never even consider! It's so awesome to be behind the scenes in the design process like this! Thanks everyone!

Vitruvian Link

Awesome! Two Matt posts in one day (Patreon/Kickstarter) feels like Christmas! Love the weapon design, feels a lot like gloomhaven which is a low chance, high tactics design I can get behind!


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