So, guys. Caits, myself and El_Tigre are currently discussing weapon stats and things like this. (By the way, Anneal Blade will be a strong weapon for a few floors)
We are wondering what kind of system to take.
I was thinking to keep it close to the real thing as much as possible, however, because that involves lots of numbers and number crunching, we will skip out on calculating the damage, and use one person as a reference point.
We won't do every weapon, but just whenever you guys get a weapon, one of us will make the stats for the weapon if it's new.
We will probably think of some weapons ahead, to make it easier.
By the way, we will request you put these stats into your CS when we make a CS bin.
So this is an example for the Anneal Blade (no enhancements)
Anneal BladeA one-handed sword that is obtained as a reward for the Secret Medicine of the Forest quest. Up to 8 enhancements can be attempted on the Anneal Blade, with the number of successful fortifications listed after the weapon name.
Stats
- Range: Short
- Type: Slash
- Attack: 110-130
- Durability: 175
- Weight: 50
- Requires: 10
- Equip +10
- Strength + 5
- Agility + 2
- Sword Skills + 2
Appearance
That is a template of how it will look like (the Sword Skills part is variable, it can be Hiding, Running, Just an extra boost for certain skills or stats)
When I say reference point, I mean, the attack range on it is about 100 and 15 strength, and let's say my character kills a boar in two hits (for example)
If someone with a attack range of 20 and 15 strength tried to kill the boar, it would have to take five hits. If they had let's say 50 strength and 40 attack range, then maybe three hits, or something like this. Just random approximates. You don't need to make things exact, just something reasonable in comparison to one another.
You can make weapons with stats if you choose, but a GM/Co-GM will have to approve of it.
On the other hand, El_Tigre, proposed this type of system (Copying and pasting mostly)
To better explain the system I was saying here..
Let's say the rarity qualities are displayed by a color code.
Grey
White
Green
Blue
Purple
Orange
Now, each rarity indicator has a level modifier
Grey +0
White + 1
Green + 2
Blue + 4
Purple + 6
Orange + 10
Now, lets say the Anneal blade is a level 4 blade with a Blue Rarity Indicator, Making it effectively a level 8 Weapon. Where The only blue rarity indicator for the first floor is the Anneal Blade.
With this we can also create an easy grid for the durability.
Fragile
Weak
Medium
Sturdy
Strong
I can see it as a good simple system, but I fear it may become a problem with higher level floors. One thing is, originally, to equip certain weapons the player needed a certain amount of Strength (the required part in my thing). Changing that to levels means that some higher level weapon that is just not rare, and possibly not even supposed to be strong, would be better than a super rare weapon that was equipable to someone 10 levels ago.
We would like your opinions on this, and what you guys think we should do.
If you have your own suggestions, please tell us.