Sagely Advice · Legacy archive

Bad quality weapons

Started by Tanis Apr 1, 2005 9 posts Locked

  1. Bad quality weapons

    #1
    IN my game system there master workwepons that are of a better quality then most wepons. They give a small bonuswhen used. So I thought ther would be wepons that are below the avrage quality of wepons.
  2. Bad quality weapons

    #2
    Ah, you mean a Cursed Weapon thread? :)
  3. Bad quality weapons

    #3
    No just the person who made the wepon did a bad job.
  4. Bad quality weapons

    #4
    Note this thread will be moved to flesh it out area soon.

    In most game systems, such weapons are given a chance to break. (everytime you attack and hit, roll 2d6, on a 2- it breaks for example)

    Other game systems given them minuses to hit or damage.

    There are game systems that track weapon wear... so as armor and shields and weapons get "banged" they eventually degrade and become useless. A cool little system, but usually cumbersome in application.

    So what is it that you are looking for?

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  5. Bad quality weapons

    #5
    Well, Tanis...
    Isn't it kind of a given that some weapons will be poor quality? I don't believe that it's something we need to point out.
    Some weapons are made very well (your masterwork). Some are average. Some are poor.
    I think that it's the fault of D&D that many roleplayers don't take weapon quality (to an extent) into question.
  6. Bad quality weapons

    #6
    I have tracked weapon quality for more than a decade. It is cumbersome and tedious. 4 years ago I began simplifying my system without removing those essential qualities it featured. Old RQ remnants such as weapon tear and wear obviously had to go, as it slowed down the flow of the game.

    I did not know any great replacements, so now breaking happens through the fumble chart (high percentage chance of breaking on poor weapons/items, low percent on better weapons/items).

    Of course really bad weapons incur a penalty on damage (poor edge) or accuracy (unbalanced) in addition to higher break on some fumbles.

    This is not nearly as realistic as my previous system, which took EVERYTHING into consideration, but it is alot more playable.
  7. Bad quality weapons

    #7
    that for telling how other systems work. I haven't played any other then D&D.
  8. Bad quality weapons

    #8
    Oh Tanis, I feel for you. You really should learn how to play better (IMO) games. Can I suggest a couple for you?

    The Fantasy Trip is a very clean and simple game. And the rules can be had for free.
    http://www.strolen.com/forums/viewtopic.php?p=29478#29478

    Tekumel in its tri-stat inspired format is currently the darling of the gaming community. While not free, it should be easily obtainable.
    http://www.strolen.com/forums/viewtopic.php?p=30516#30516

    In the vein of Free, There is Midian - Dark Fantasy Roleplaying - Also known as the official rpg of the internet
    http://lost-souls.hk.st/ Talk to Kinslayer

    I would also recomend that you look at Hero Game's system AND Steve Jackson's GURPs
    www.herogames.com and www.sjgames.com

    If you want to learn better D20 games (similar but different than DnD)
    Midnight
    http://www.fantasyflightgames.com/midnight.html
    (and at fantasy flight, check out the Horizon line and if you like science fiction, check out Blue Planet)

    Iron Kingdom
    http://www.privateerpress.com/ironkingdoms/default.php

    Wheel of Time
    http://www.valestorm.net/brokenworld/links.htm

    PS: tommorow I am moving this thread to the flesh it out section
  9. Bad quality weapons

    #9
    Oh Tanis, I feel for you. You really should learn how to play better (IMO) games. Can I suggest a couple for you?

    In the vein of Free, There is Midian - Dark Fantasy Roleplaying - Also known as the official rpg of the internet
    http://lost-souls.hk.st/ Talk to Kinslayer

    I handle poorly maintained or low quality weapons almost as pure storytelling elements. Other than reducing the bonuses or using weapon breakage as a potential for a catastrophic fumble, I leave the mechanics out of it. Rules to track how well a weapon or armour is maintained only subtracted from the game & died early in playtesting. It's much more satisfying--and easier to employ--to not have a definative tracking system for maintenance or quality.

    There are systemless guidelines that I'm currently working to codify this idea further for the new War book. I'll post them when they are a bit better developed & made easier to read.

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