Re: Differentiating Weapon Types
The more sophisticated solutions I've seen offered here have their attractions but they seem overkill for a system for which simplicity has always been a core strength.
My preference is to leave axe/mace/hammer weapons as they are. Swords can be made different by giving them some kind of limited defensive ability, to represent parrying, and a lower damage to compensate.
I'm thinking something like: blocks some damage against weapons which do damage less than or approximately equal to the damage of the parrying weapon. So a main-gauche can parry a light weapon but not a great sword. The parry ability gets more powerful as the weapon damage increases, so it can replace a percentage of its offensive ability. But I'm not sure about the details.
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