Increasing Weapon Special Skill variety

Ruffnut
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Re: Increasing Weapon Special Skill variety

Postby Ruffnut » Tue May 02, 2017 7:03 pm

Dupont wrote:Thats what I thought lol, if it is how random to meet him on a stream !


Yeah!
He just sits there tapping away all day on a tiny screen. But he tells everyone that he is slaying Orcs.
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Re: Increasing Weapon Special Skill variety

Postby Dupont » Tue May 02, 2017 8:32 pm

Ruffnut wrote:
Dupont wrote:Thats what I thought lol, if it is how random to meet him on a stream !


Yeah!


It was close to that time I met Sarah Cox at work and helped her, when I worked at a zoo and she knew I recognised her but I didnt say anything I just beamed at her and said 'Sorry I'm a bit star struck !' (I love her)
"Bright the Hawk's flight on the empty sky"
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Re: Increasing Weapon Special Skill variety

Postby SkinnyOrc » Wed May 03, 2017 12:43 am

Dupont wrote:lol we will get told off...
Did wonder if the Korean casino guys were back ;)
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Re: Increasing Weapon Special Skill variety

Postby Ruffnut » Wed May 03, 2017 7:09 am

SkinnyOrc wrote:
Dupont wrote:lol we will get told off...
Did wonder if the Korean casino guys were back ;)


:roll:
He just sits there tapping away all day on a tiny screen. But he tells everyone that he is slaying Orcs.
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Re: Increasing Weapon Special Skill variety

Postby Dupont » Wed May 03, 2017 10:52 am

:roll:
"Bright the Hawk's flight on the empty sky"
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Re: Increasing Weapon Special Skill variety

Postby Lorian » Wed May 03, 2017 1:44 pm

Dupont wrote::roll:

:roll:
Life is merely a speck of dust on the beach of time...
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Re: Increasing Weapon Special Skill variety

Postby SkinnyOrc » Fri May 05, 2017 2:24 pm

:roll:

LordArioch wrote:As a knife-thrower, I know that the lack of respect for thrown weapons in RPGs is commonplace. IMC, I expand the critical damage range from 6-6 alone to 6-5, 5-6 and 6-6 (8.33 percent chance).
Yep agree they should be properly dangerous and a critical on 11 and 12 would do that alright :) I had that as the advance for Weapon Special Skill 6, so any weapon gets more crits if they're good enough with it. But that means the base damage for thrown weapons needs to be decent.

LordArioch wrote:If you want to include a hit-location mechanic
It'd be a nice game option to have in AFF. In WFRP where they have that they also have different armour per location but I guess it doesn't have to be taken that far. It did all slow combat down.

Dupont wrote:There is another use for throwing weapons than damage too, distraction and interruption, it would be cool to be able to implement that. That seems to tie in again with the thread about feats I think.
I like the idea of this a lot and some sort of feat system might be the way to do it. The existing combat options in AFF2 are more along the lines of "accept this penalty to get this bonus", while if I'm reading it right (and I still haven't gone through the threads properly) feats would be more "you're skilled so you can do cool things in combat sometimes".

Dupont wrote:I've thrown a big throwing axe, it is accurate, easy to throw and it hits really hard, even if you miss its going to ping off shields or the floor too and still likely hurt someone even in a small group.
I'd like handaxes to be a preferred throwing weapon but their AFF2 damage roll profiles are particularly rubbish.

Handaxe - 2 2 2 3 3 3 4
Warhammer - 2 3 3 3 3 3 4

I'm thinking swap the damage roll profiles for a handaxe and a warhammer. The warhammer is still worth taking to do full damage against creatures like skeletons. As usual I'm trying to create trade offs so both end up being taken by some players.

Robb 1 wrote:As an ex medieval reenacter agree that a spear or quaterstaff reach weapon can beat a sword and shield unless the shield user can deflect the point which though difficult can be done once the reach is negated you have them.
Something I read a few times on this, they were saying if you got past the spear point a more skilled spearman could slide the spear back in their hands so they were holding it closer to the point, putting the opponent back in danger. Sound possible?

Robb 1 wrote:However an experienced spearman can twist the spear and hook or twist the sword come an attackers girl quite painfully in game terms I suppose this would be either a special skill or luck test possibly modified by special weapon skill
There's a thread here with a disarm combat option that works pretty well.
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Re: Increasing Weapon Special Skill variety

Postby Robb 1 » Fri May 05, 2017 8:04 pm

SkinnyOrc wrote::roll:

LordArioch wrote:As a knife-thrower, I know that the lack of respect for thrown weapons in RPGs is commonplace. IMC, I expand the critical damage range from 6-6 alone to 6-5, 5-6 and 6-6 (8.33 percent chance).
Yep agree they should be properly dangerous and a critical on 11 and 12 would do that alright :) I had that as the advance for Weapon Special Skill 6, so any weapon gets more crits if they're good enough with it. But that means the base damage for thrown weapons needs to be decent.

LordArioch wrote:If you want to include a hit-location mechanic
It'd be a nice game option to have in AFF. In WFRP where they have that they also have different armour per location but I guess it doesn't have to be taken that far. It did all slow combat down.

Dupont wrote:There is another use for throwing weapons than damage too, distraction and interruption, it would be cool to be able to implement that. That seems to tie in again with the thread about feats I think.
I like the idea of this a lot and some sort of feat system might be the way to do it. The existing combat options in AFF2 are more along the lines of "accept this penalty to get this bonus", while if I'm reading it right (and I still haven't gone through the threads properly) feats would be more "you're skilled so you can do cool things in combat sometimes".

Dupont wrote:I've thrown a big throwing axe, it is accurate, easy to throw and it hits really hard, even if you miss its going to ping off shields or the floor too and still likely hurt someone even in a small group.
I'd like handaxes to be a preferred throwing weapon but their AFF2 damage roll profiles are particularly rubbish.

Handaxe - 2 2 2 3 3 3 4
Warhammer - 2 3 3 3 3 3 4

I'm thinking swap the damage roll profiles for a handaxe and a warhammer. The warhammer is still worth taking to do full damage against creatures like skeletons. As usual I'm trying to create trade offs so both end up being taken by some players.

Robb 1 wrote:As an ex medieval reenacter agree that a spear or quaterstaff reach weapon can beat a sword and shield unless the shield user can deflect the point which though difficult can be done once the reach is negated you have them.
Something I read a few times on this, they were saying if you got past the spear point a more skilled spearman could slide the spear back in their hands so they were holding it closer to the point, putting the opponent back in danger. Sound possible?

Robb 1 wrote:However an experienced spearman can twist the spear and hook or twist the sword come an attackers girl quite painfully in game terms I suppose this would be either a special skill or luck test possibly modified by special weapon skill
There's a thread here with a disarm combat option that works pretty well.


Yup reckon that's possible the other option could be the spearman could also have an arming sword (bit like a short sword) also great for parrying as an of hand weapon with a broadsword as an off hand weapon though personally I preferred fighting with a broadsword in each hand scares the he'll out of the opposition
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Re: Increasing Weapon Special Skill variety

Postby Ruffnut » Sat May 06, 2017 8:43 am

Robb 1 wrote:
SkinnyOrc wrote::roll:

LordArioch wrote:As a knife-thrower, I know that the lack of respect for thrown weapons in RPGs is commonplace. IMC, I expand the critical damage range from 6-6 alone to 6-5, 5-6 and 6-6 (8.33 percent chance).
Yep agree they should be properly dangerous and a critical on 11 and 12 would do that alright :) I had that as the advance for Weapon Special Skill 6, so any weapon gets more crits if they're good enough with it. But that means the base damage for thrown weapons needs to be decent.

LordArioch wrote:If you want to include a hit-location mechanic
It'd be a nice game option to have in AFF. In WFRP where they have that they also have different armour per location but I guess it doesn't have to be taken that far. It did all slow combat down.

Dupont wrote:There is another use for throwing weapons than damage too, distraction and interruption, it would be cool to be able to implement that. That seems to tie in again with the thread about feats I think.
I like the idea of this a lot and some sort of feat system might be the way to do it. The existing combat options in AFF2 are more along the lines of "accept this penalty to get this bonus", while if I'm reading it right (and I still haven't gone through the threads properly) feats would be more "you're skilled so you can do cool things in combat sometimes".

Dupont wrote:I've thrown a big throwing axe, it is accurate, easy to throw and it hits really hard, even if you miss its going to ping off shields or the floor too and still likely hurt someone even in a small group.
I'd like handaxes to be a preferred throwing weapon but their AFF2 damage roll profiles are particularly rubbish.

Handaxe - 2 2 2 3 3 3 4
Warhammer - 2 3 3 3 3 3 4

I'm thinking swap the damage roll profiles for a handaxe and a warhammer. The warhammer is still worth taking to do full damage against creatures like skeletons. As usual I'm trying to create trade offs so both end up being taken by some players.

Robb 1 wrote:As an ex medieval reenacter agree that a spear or quaterstaff reach weapon can beat a sword and shield unless the shield user can deflect the point which though difficult can be done once the reach is negated you have them.
Something I read a few times on this, they were saying if you got past the spear point a more skilled spearman could slide the spear back in their hands so they were holding it closer to the point, putting the opponent back in danger. Sound possible?

Robb 1 wrote:However an experienced spearman can twist the spear and hook or twist the sword come an attackers girl quite painfully in game terms I suppose this would be either a special skill or luck test possibly modified by special weapon skill
There's a thread here with a disarm combat option that works pretty well.


Yup reckon that's possible the other option could be the spearman could also have an arming sword (bit like a short sword) also great for parrying as an of hand weapon with a broadsword as an off hand weapon though personally I preferred fighting with a broadsword in each hand scares the he'll out of the opposition


That would be scary!
He just sits there tapping away all day on a tiny screen. But he tells everyone that he is slaying Orcs.
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Re: Increasing Weapon Special Skill variety

Postby Robb 1 » Mon May 08, 2017 11:06 pm

That would be scary![/quote][/quote][/quote]

Earned me the label of scariest Knight in the group I was in also nasty as I'm naturally Left handed so it throws out right handed knights and swapping hands in the middle of a fight really throws them think Dread pirate Roberts without the subtlety. :twisted:

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