I'm sure that most of our campaigns will have fairly common weapons (swords, handguns, rat-flails, et al) so I'm thinking that it would be a good idea to find a common template set for weapons. This would only cover the basics, so that customization isn't restricted too badly.
Comments? Ideas?
Generic Weapon Templates
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Generic Weapon Templates
Joe_Mello: Could you make a common sense roll, please, Ryu?
Ryushikaze: With Smart?
Joe_Mello: Sure
*Ryushikaze rolls*
Joe_Mello: SHE'S DEAD!
Ryushikaze: With Smart?
Joe_Mello: Sure
*Ryushikaze rolls*
Joe_Mello: SHE'S DEAD!
Re: Generic Weapon Templates
Its a good idea. Let me think on it a bit, though. Some weapons may have altered impacts depending on the setting. A game based on SoulCalibur might evaluate the damage a gun does much different from a game based on Wild Arms or Final Fantasy XI.Joe_Mello wrote:I'm thinking that it would be a good idea to find a common template set for weapons. This would only cover the basics, so that customization isn't restricted too badly.
That is to say, to some degree damage may be a function of how many attacks by a typical weapon of this type should it take to drop a "Heroic" level character. That may vary somewhat.
Judd M. Goswick
Gamemaster
Legion Anime/Gaming Society
Gamemaster
Legion Anime/Gaming Society
Re: Generic Weapon Templates
Excellent ideaJoe_Mello wrote:I'm sure that most of our campaigns will have fairly common weapons (swords, handguns, rat-flails, et al) so I'm thinking that it would be a good idea to find a common template set for weapons. This would only cover the basics, so that customization isn't restricted too badly.
Comments? Ideas?
OVA Fantasy will have an extensive list of weapon templates, but I don't suppose that does you much good for the time being.
In the end, most weapons are defined by the character who wields them. And if Record of Lodoss War taught us anything – boomerang axes, anyone? – a weapon's damage and capabilities may have very little to do with their real world equals. This sort of makes templates irrelevant.
Put simply, most of your Players should craft their weapons how they want them to be. And if you're simply designing throwaway NPCs, just slapping a +1 or +2 on it should be detail enough.
In the end, most weapons are defined by the character who wields them. And if Record of Lodoss War taught us anything – boomerang axes, anyone? – a weapon's damage and capabilities may have very little to do with their real world equals. This sort of makes templates irrelevant.
Put simply, most of your Players should craft their weapons how they want them to be. And if you're simply designing throwaway NPCs, just slapping a +1 or +2 on it should be detail enough.