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Author Topic: New Weapon and Shield Tokens (examples provided)  (Read 3740 times)

!!crundle!!

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New Weapon and Shield Tokens (examples provided)
« on: August 04, 2014, 11:53:21 pm »

Just a few suggestions for more tags to add to weapons to allow more differences between weapons types.

1. Merge ITEM_WEAPON and ITEM_SHIELD, give ITEM_WEAPON more defensive tags
Shield bashes are more effective than you'd think, and many defensive measures exist on weapons.

Here's some examples of what could be done:
Spoiler: Shield (click to show/hide)

Spoiler: Basket-Hilted Sword (click to show/hide)

Spoiler: Spiked Punchy Gauntlet (click to show/hide)

2. Weapons can enable holder to do interactions
I'm sure it's been requested before, but enable weapons to do interactions with or without ammo.

Spoiler: Fire Chucker (click to show/hide)

I can't think of any examples for it, but you should also be able to set a weapon to automatically do an interaction on parry or attack.

More to be added later.
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Scruiser

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Re: New Weapon and Shield Tokens (examples provided)
« Reply #1 on: August 05, 2014, 11:24:28 pm »

I think you will also want to merge items worn on the hand with weapon items somehow then also, to cover cases like spiked gauntlets, brass knuckles, spike on knee and elbow armor used for attacking, steel toed boots and spike boots, etc.
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!!crundle!!

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Re: New Weapon and Shield Tokens (examples provided)
« Reply #2 on: August 06, 2014, 02:22:17 am »

I think you will also want to merge items worn on the hand with weapon items somehow then also, to cover cases like spiked gauntlets, brass knuckles, spike on knee and elbow armor used for attacking, steel toed boots and spike boots, etc.

Unless all item types are merged into a generic ITEM category with tokens to note what sort of item it is, weapons and armor can remain separate. I suggest weapons and shields be merged because of the mentioned things like basket hilts and shield bashes.

Adding these things would add a lot more variety to combat as well, where it'd be a decision between the sheer cutting power of the axe or the stabbing and defensive capabilities of the basket-hilted sword.
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Deboche

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Re: New Weapon and Shield Tokens (examples provided)
« Reply #3 on: August 06, 2014, 10:29:12 am »

I don't know much about all that code stuff but I'm sure somewhere in there could be included parrying daggers and sword breakers. And didn't samurai also use the smaller sword for defense on occasion?
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Scruiser

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Re: New Weapon and Shield Tokens (examples provided)
« Reply #4 on: August 06, 2014, 12:10:57 pm »


Unless all item types are merged into a generic ITEM category with tokens to note what sort of item it is, weapons and armor can remain separate. I suggest weapons and shields be merged because of the mentioned things like basket hilts and shield bashes.
I think merging all item into a single master ITEM category opens up a lot of interesting possibilities in term of uses.  The spiked gauntlet that acts as worn armor and a weapon, a arrow is both a projectile and an improvised knife, javelins can be used like spears and like throwing weapons.  Attacks could be specified for a given item in the event it is used as an improvised weapon, i.e. a chair could have a bashing attack, a ballista arrow head could have a stabbing attack.  When tools are added for workshops, this would open up even more possibilities.  A frying pan can be used for cooking or as a shield, or as a blunt weapon.

The item enabling or interacting with interactions opens up a lot of possibilities in term of classic magical imagery.  The wizards staff or the magicians wand.  Seven league boots and cloaks of invisibility.  It should probably go both ways.  Some interaction could require mundane items to be equipped, some items should directly allow interactions.  Items should have usage hints to let world-gen secret generation know what items to associate with what interactions.
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!!crundle!!

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Re: New Weapon and Shield Tokens (examples provided)
« Reply #5 on: August 10, 2014, 03:48:44 pm »

words

You could also do mundane social interactions (tipping your hat, shaking the rain off your cloak, etc) with item interactions.
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vjmdhzgr

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Re: New Weapon and Shield Tokens (examples provided)
« Reply #6 on: August 11, 2014, 03:08:33 pm »


Unless all item types are merged into a generic ITEM category with tokens to note what sort of item it is, weapons and armor can remain separate. I suggest weapons and shields be merged because of the mentioned things like basket hilts and shield bashes.
I think merging all item into a single master ITEM category opens up a lot of interesting possibilities in term of uses.  The spiked gauntlet that acts as worn armor and a weapon, a arrow is both a projectile and an improvised knife, javelins can be used like spears and like throwing weapons.  Attacks could be specified for a given item in the event it is used as an improvised weapon, i.e. a chair could have a bashing attack, a ballista arrow head could have a stabbing attack.  When tools are added for workshops, this would open up even more possibilities.  A frying pan can be used for cooking or as a shield, or as a blunt weapon.

The item enabling or interacting with interactions opens up a lot of possibilities in term of classic magical imagery.  The wizards staff or the magicians wand.  Seven league boots and cloaks of invisibility.  It should probably go both ways.  Some interaction could require mundane items to be equipped, some items should directly allow interactions.  Items should have usage hints to let world-gen secret generation know what items to associate with what interactions.
I like the ideas, though most of them are already implemented. Arrows can be used as a stabbing weapon, chairs and theoretical frying pans could already be used as weapons, it makes no sense to stab someone with something three times your size that in the actual game isn't even technically a sharp weapons, the rest of the stuff is planned to be the kind of random magical abilities you get on artifacts.
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Scruiser

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Re: New Weapon and Shield Tokens (examples provided)
« Reply #7 on: August 11, 2014, 03:29:00 pm »

I like the ideas, though most of them are already implemented. Arrows can be used as a stabbing weapon, chairs and theoretical frying pans could already be used as weapons, it makes no sense to stab someone with something three times your size that in the actual game isn't even technically a sharp weapons, the rest of the stuff is planned to be the kind of random magical abilities you get on artifacts.

My point is a unified framework would cover all the use-cases effectively and allows for expansion by Toady and modding by the players.  For example !!crundle!! pointed out that allowing interactions to be associated with items would also allow for mundane interactions (slapping someone with a glove to challenge them to a duel, removing the hat as a sign of respect, throwing a shoe as an insult, etc.).  Right now, improvised weapons just get a blunt attack based on their weight (I think) and use the misc. weapon user skill.  If workshops eventually had tools associated with them, you could have a smiths hammer set as a tool for forges, but then also give it an attack that uses the hammer-user skill and get a blunt attack.  A carpenter's or mason's awl could get a stabbing attack associated with the knife-users skill.  And so on.  A single generic item framework covers all these cases the best. 
My best example:
    A knife can cut could food in the kitchen ( workshop tool), whittle wood in a carpenters workshop (workshop tool), whittle wood as an off duty hobby (personal tool), cut/stab in a direct attack(melee weapon), be thrown in a ranged attack (ranged weapon), be worn or used symbolically in a cultural custom (fashionable clothing/cultural interaction), be used in magical rituals (magical interaction), be used for surgery (personal tool), or be used as a utensil (personal tool).  Thus you want one single category of items with raw tokens indicating usages to make this work.
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