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Additionally, here is the current state of weapon re-design. I haven't entirely finished adding all the weapon types, because one thing that's tricky is making sure they're all unique and yet similarly powerful.

A few things occurred here: 1, to minimize the current advantage missiles have, they will grant a "bonus" the opponents chance to "dodge." This is really indicating the weapon carrier's ability to *hit*, not just the opponent's chance to dodge. It's just that sorta putting them together into one category makes it easier.

To give melee an advantage back, they gain anti-"block" bonuses.

Blunt weapons (and slings) deal less damage, but they get "stun" chances rather than anti-block or anti-dodge advantages.

Longsword's range is reduced to 1, but there is still a melee weapon with 2 range: the Halbred. However, using the Halbred you lose the anti-block bonus and cannot carry a shield as it is 2 handed.

The Two-Handed Sword only has a range of 1 and it's anti-block bonus is small AND it keeps you from carrying a shield, but it's clearly the most powerful weapon there is, doubling the bonus of practically all other weapons.

The only two that are the same are the Longsword and Axe. They will gain differentiation in the future, I'm sure.

Thoughts?


Longsword
Range: 1
Damage Modifier: +5
Other: -15% to opponent's block

Axe
Range: 1
Damage Modifiers: +5
Other: -15% to opponent's block

Mace
Range: 1
Damage Modifier: +4
Other: +10% chance to stun if it hits. Stunned enemies skip their next turn.

Morning Star
Range: 1
Damage Modifier: +5
Other: +7.5% chance to stun if it hits. Stunned enemies skip their next turn.

Two-handed Sword
Range: 1
Damage Modifier: +8
Other: -5% to opponent's block.

Halbred (Two handed)
Range: 2
Damage Modifier: +4

Longbow
Range: 3
Damage Modifier: +3
Other: +30% chance for opponent to dodge.

Dagger
Range: 1
Damage Modifier: +2 at range of 1, +5 at range of 0.
Other: -25% to block.

Shortsword
Range: 1
Damage Modifier: +4
Other: -20% to block

Shortbow
Range: 2
Damage Modifier: +2
Other: +25% chance for opponent to dodge.

Quarterstaff
Range: 1
Damage Modifier: +4
Other: +7.5% chance to stun if it hits. Stunned enemies skip their next turn.

Darts
Range: 2
Damage Modifier: +2
Other: +20% opponent chance to dodge.

Sling
Range: 3
Damage Modifier: +1
Other: +30% opponent chance to dodge, +5% chance to stun. Stunned enemies skip their next turn.
Post edited July 08, 2011 by stoicsentry
Finally, a glimpse at some potential new store items: (some may only make "sense" after I add another small change or two.)

All these items are class specific:

16. Totem of the Bobcat (Requires: Shaman or Shaman subclasses)

Cost: 150 gold

Information: A Shaman may have one active totem in use at all times. Totems are activated in the same way that other items are "used." Once "used" the effect of The Totem remains in place until you change your active Totem.
No need to "use" it again, it is considered to be in use already. Once you change your Totem to a new one, it is returned to your backpack and can be used again whenever you could use an item. All Totems grant specific benefits.

When active, this Totem allows you and all allied characters to change your weapons without skipping your attack each turn.

17. Healing Potion Condensor (Requires: Sage or Sage subclasses)

Cost: 300 gold

Information: In between quests/matches, the Sage may combine two or more healing potions he possess into one more concentrated potion. The new potion has the same properties as the two previous potions combined. For example, if the Sage combines two 5HP potions, he creates 1 10HP potion from it. If he combines three of the same, he winds up with one 15 HP potion. He may also combine potions for any other character, if he is willing and the other character wishes it. He may do this because the other character is an ally, or he may charge a small, nominal fee to a non-allied character. The purpose of condensing potions is to create larger, more powerful potions and free up space in an inventory. For example, if one has a potion belt (allowing a maximum of 5 potions), and they have 5 potions each worth 5HP, they may get the potion condensed into a 25HP one, thus only taking up one space and allowing them to purchase additional
potions from the store.


18. Persisting Anti-Venom Kit (Requires: Cleric or Cleric subclasses)

Cost: 200 gold

Information: Eliminates 1 "layer" of posion. 1 use per quest/match. Returns to inventory afterwards. The typical anti-venom kit is discarded after use. This item can only be used
once per quest/match, but replenishes itself afterwards. Thus, for the price of 2.5 anti-venom kits, you have a long lasting anti-venom source, that never needs to be paid for again.

19. Cloak of Light Reflection (Requires level 4 Mage or greater, no subclass)

Cost: 200 gold

Information: The Mage is the most vulnerable to direct strikes, this cloak casts reflections that confuse melee attackers. Grants +1 modified armor, +20% block.

20. Tome of Looting (Requires level 4 Rogue or greater, no subclass)

Cost: 350 gold

Information: This Tome serves as a constant reminder to the hiding habits of various peoples, classes, races, and so on. The Rogue who carries this item in his inventory has
a chance to loot an additional item when finishing a quest/match in dungeons or in situations that permit him to search for secret passageways or hidden boxes. It is a stiff initial
investment, which may pay off in the long run.

21. Spy's Scope (Requires Spy or Spy subclass)

Cost: 250 gold

Information: When used during a quest/match, the Spy's Scope can help a character pinpoint an area of tactical advantage within his current location. Ocassionally, it may reveal loot or other
important observations. Sometimes, it will have no effect, because nothing is there for the Spy to notice. However, it can be used as many times as desired within a quest/match, meaning it is
bound to pay off - perhaps big time.

22. Satisfaction Guaranteed Venomous Mixture (Requires Assassin or Assassin subclass)

Cost: 100 gold

Information: This is a one time use item. When a weapon is dipped in this mixture BEFORE it is used, it increases your chance to poison an opponent with a poison skill to 100% that turn.

23. Claws of the Trickster (Requires Trickster or Trickster subclass)

Cost: 200 gold

Information: Persistant, one time use item for the Trickster. Meaning, it can be used once per quest/match and then is reusable for the next quest/match. The Claws of the Trickster are used in advance of trap preparation. The next trap

you place is modified to add, "any victims of this trap are held in place for 3 turns. They may not use normal movements, and no effects, magical or otherwise may remove them from their current location."

24. Basic Heavy Gauntlets (Requires level 4 Warrior or greater, no subclass)

Cost: 125 gold

Information: +1d12 damage with melee attacks.

25. Simple Ranger Gloves (Requires Ranger or Ranger subclass)

Cost: 125 gold

Information: +1d10 damage with missile attacks.

26. Horn of the Hunt (Requires Berserker or Berserker subclass)

Cost: 250 gold

Information: Persistent, one-time-use item. Meaning, you can activate it only once and then it re-appears in your inventory after the quest/match. Once activated, your regular movement is increased by 1 for the duration of the

quest/match. You lose 5 HP per turn until the end of the quest/match, unless it is deactivated. You can deactivate the Horn's effect by using it a second time. After that, it's off limits for the duration of the quest/match.

27. Scroll of Shield Blessing (Requires Knight or Knight subclass)

Cost: 100 Gold

Information: when in the Knight's inventory, he is considered to have read this blessing before battle. Shields he has equipped cannot be broken or stolen.
Post edited July 08, 2011 by stoicsentry
Just a suggestion for the Blog:

On the character sheet, you have listed the skills that each character has.
Could these be linked, so you click on a skill on the sheet & it takes you to the description of that skill?
avatar
Rodzaju: Just a suggestion for the Blog:

On the character sheet, you have listed the skills that each character has.
Could these be linked, so you click on a skill on the sheet & it takes you to the description of that skill?
Sure.

Actually, I'm migrating everything to a forum. I think that might take away the problem altogether. All the info will be easier to find.

Just an additional note about weapon proficiencies: I've decided that unless an effect is really crucial for the class (say magic damage for Mages or trap damage for Tricksters), I think we'll leave it out of proficiencies and just keep it simple. You can still add dodge, block, thwart, etc. with items.
Good news, starting a forum for the game. This should make all the rules and info more accessible. If I can figure it out, with White Elk's help, I'll move the game there eventually. It should be a lot easier to do that way.

If you want, feel free to sign up there! (Note: please use your CHARACTER NAME as a user name, as that will make it easier for me to figure out.)
Post edited July 11, 2011 by stoicsentry
Bump, everyone check out the forums in the link above! It's going to be a lot easier to understand the game and just organize everything, the rules will be right there a long with a whole bunch of other features including private subforums for each team.

Remind you to sign up with your character name, as that makes identification much easier.