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Reginald's Gear Ideas/Requests - Ongoing Thread

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Reginald

Longswords: Sacrificing a little balance for a little more reach and impact, the Longsword is a quality step-up from the Broadsword. Longswords are the traditional weapon of veteran adventurers, who favor its qualities and swear upon its reliability in the heat of battle.

(Longswords are a step up from Broadswords; in some iterations of the Longsword, they could potentially give less Strength, but boast higher Dexterity.)

Reginald

Claymore: Moving into the more bulky and heavy-hitting of the blades, the Claymore is a weapon of choice among some Barbarians that have taken the time to actually study the skill of Fencing; as heavy and wild as the Barbarians that use them, Claymores pack quite a punch when they land their blows, however they suffer the drawback of leaving the wielder a little more exposed to oncoming blows.

(Claymores offer higher Dexterity and potentially more Strength, however in doing so they reduce the user's Defense slightly. A trade-off that can be offset by equipment, if equipped properly.)

Reginald

Greatsword: The epitome of swords, the Greatsword is well-known as a hero's weapon, usually depicted in paintings of gallant knights or brave warriors felling dragons and other dangerous foes. The Greatsword is a very heavy weapon, and takes practice to use effectively, as its weight leaves the wielder somewhat vulnerable.

(Greatswords are the hardest-hitting Fencing weapon; they do a lot of damage and the wielder must use great Strength to swing one effectively. They are very hefty, however; in such the amount of focus it takes to swing one effectively leaves the wielder with a lower Defense and Agility.)

ZaneDubya

Reginald, this is great stuff. I feel like it would be just as home in a RPG sourcebook. I suddenly find myself very nostalgic for the AD&D sourcebooks that I funneled chore money into when I was younger.

A quick question for you - if I were to say that a dagger isn't quite what I had in mind for a 'sword', what additional named sword type would you substitute for one of these. Short sword is an excellent name, I think, for a base level sword. What would you add to the remaining list, as one of the swords would then be unnamed? Maybe something very recognizable like an gladius? Or something more exotic, like a cutlass, or falchion?

Edited Mar 27, 2020

Reginald

If I were to keep in the spirit of the overall stats of what I envisioned for the Dagger, perhaps instead we could substitute it with a Rapier? They are quick, light weapons that aren't that strong early on, but later they're very quick and usually get the first strike.

Reginald

Club/Axe Weapons: Made primarily for brute force and bludgeoning/chopping, most find the humble club or axe to be a primitive weapon, however when wielded by a strong combatant and swung hard and fast, it can be a weapon that should not be underestimated. Most Clubs/Axes do not focus on accuracy, instead ditching the accuracy for a more powerful blow with every hit. The weapons get heavier and more deadly as they get better, making them a favorite among the Barbarian class.

Weapon Summary:

Club: +2 Dexterity (15)

Axe: +5 Dexterity (75)

Mace: +1 Strength, +10 Dexterity (250)

Battle Axe: +2 Strength, +20 Dexterity (3500)

Morningstar: +2 Strength, +35 Dexterity (12000)

War Hammer: +3 Strength, +75 Dexterity, -1 Defense, -1 Agility) (65000)

Reginald

Clubs: Most simple clubs are just a honed block of wood made for smashing and bashing, however some clubs have stone or iron spikes wedged into them to apply even deadlier punishment to whomever they are buried into. Clubs may not be showy, however they are the quickest and lightest of the bludgeoning weapons, usually able to get in a punishing blow or two before their opponent has a chance to act.

(Clubs are usually made of wood and iron/stone, so they're relatively light; I would think when developing clubs going forward, they would probably be the only type of club/axe that actually might get a bonus to Initiative, especially for lighter clubs.)

Reginald

Hand Axes: Of the two types of Axes, the first is sometimes referred to as the Hand Axe; it is a small, versatile weapon used for quick, chopping motions usually used to lop appendages with. In the hand of a skilled warrior, a Hand Axe can be a dangerous tool of destruction, pulling down shields with the billhook and then thrusting it into an opponent's face for a nasty surprise. Hand Axes were not originally made as instruments of war, but merely as a means to cut wood and meat. Hand Axes are well-balanced, and usually are some of the easiest of the bludgeoning/chopping weapons to wield.

(Hand Axes are the most balanced of the Clubs/Axes skill, and in such start with a basic Dexterity bonus, eventually developing a reliable Strength and Dexterity build as you find better ones.)

Reginald

Maces: The more formal cousin of the Club, the Mace is usually a more weighted weapon, usually with a large iron head riddled with spikes or flangs meant to pierce armor or flesh. Maces are commonly used by Clerics as a self-defense weapon, however Barbarians and Knights have been known to use them as well as a countermeasure to an armored foe. Maces are of better construction than a simple club, and in such take less time to practice with to use them reliably.

(Maces are essentially a souped-up Club; they have a basic Strength and Dexterity bonus right from the get-go. I'd like to see Maces be more effective against enemies with good Defense, but that might be for another time.)

Reginald

Battleaxe: The more bulky, more devastating relative of the Hand Axe, the Battleaxe is the weapon of choice for most Barbarians; with sharp, thick metal blades and a hefty swing, the Battleaxe is primarily wielded in two hands to apply maximum punishment to anyone unfortunately enough to be in its range. It's believed the fabled Barbarian's Axe is a type of Battleaxe, and in such blacksmiths have done their best to recreate it, but to no avail.

(Battleaxes are a tougher version of the Hand Axe; they're heavier, do more damage, and hit more reliably. If there is ever a two-handed mechanic ever put into the game, I'd think this would be a good weapon to test it out with.)

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