Goggs
8 years ago
weird question: how would you make a blunt object deal more damage without adding sharp edges or spikes to it?
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Guardian Bear J
8 years ago
Depends on the kind of damage you want to inflict.
Goggs
8 years ago
for example, have a plate deal more damage without turning it into something that isn't a plate?
Guardian Bear J
8 years ago
For a person, you want a smaller surface area to apply more pressure to the point of impact while still distributing it across a large surface.
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Guardian Bear J
8 years ago
Which is why spikes do such a wicked job.
Guardian Bear J
8 years ago
A small, heavy ball will do more damage than a wide paddle, for example.
Goggs
8 years ago
hm
Guardian Bear J
8 years ago
Remember, it's the snowshoe principle. Snowshoes work by distributing all the weight across MORE space. The same goes for weapon design. The wider the point of impact, the more the damage is dispersed.
Guardian Bear J
8 years ago
For optimal weapon design, you want as much mass as you can comfortable swing in as SMALL a point of impact as you can manage.
Goggs
8 years ago
in this case I'm thinking more about improvised weapons, which puts the restriction on me that they have to remain recognizably the items they normally are
Goggs
8 years ago
so like bottles, sheets of paper, mugs, backpacks, etc
Guardian Bear J
8 years ago
Like a dinner plate? Or are you thinking of some other sort of plate?
Goggs
8 years ago
yeah like a dinner plate
Guardian Bear J
8 years ago
A dinner plate is a poor blunt weapon, but if you can smash it in half, it makes a GREAT improvised dagger.
Guardian Bear J
8 years ago
A mug is a tailor made mace that you can only use once, unless it's a solid metal stein.
Goggs
8 years ago
things with sharp edges and pointy bits are straightforward, but things without either are proving more complicated
Guardian Bear J
8 years ago
Backpacks make poor weapons, but great distractions. Throw a backpack at someone and they either have to dodge or catch, opening them up for attack.
Goggs
8 years ago
the plate has to remain a usable plate in the end, so breaking it, while a good idea in the real world, wouldn't work in this game
Goggs
8 years ago
basically my issue is
Guardian Bear J
8 years ago
In general, when it comes to improvised weapons, look for what you can swing in the same way as a weapon.
Guardian Bear J
8 years ago
Metal plate, or glassware?
Goggs
8 years ago
what does an object's Attack stat represent in terms of the object's traits?
Goggs
8 years ago
Defense is it's durability
Goggs
8 years ago
HP is its size
Goggs
8 years ago
but Attack is what?
Guardian Bear J
8 years ago
Okay. Here's how you use a poorly-shaped object as a weapon.
Goggs
8 years ago
pointiness/sharpness works for some things but not others
Guardian Bear J
8 years ago
When you can't swing an item into someone's face...
Guardian Bear J
8 years ago
Swing someone's face into the item.
Guardian Bear J
8 years ago
Smashing someone's nose into a plate will apply all the force into their nose.
Guardian Bear J
8 years ago
The damage would, in that instance, be the plate's durability.
Guardian Bear J
8 years ago
It's a principle of "Which breaks first? Your weapon, or your victim?"
Goggs
8 years ago
huh. that's an interesting way of looking at it
Goggs
8 years ago
the Swing someone's face into the item part
Guardian Bear J
8 years ago
I HIGHLY recommend watching Jackie Chan movies for this line of thought.
Guardian Bear J
8 years ago
You will learn a LOT about improvised weapons, including ladders, buckets, plates, and other mundane items.
Guardian Bear J
8 years ago
Oh, and bird cages.
Guardian Bear J
8 years ago
Jackie Chan LOVES marketplace fights with bird cages.
Goggs
8 years ago
it's been far too long since I've watched any of his stuff I should remedy that
Guardian Bear J
8 years ago
As long as the item remains intact, it will basically deal its full damage.
Guardian Bear J
8 years ago
The old martial arts adage of "I fought the board, and the board won" applies. If you can't break the board, you WILL break your hand.
Goggs
8 years ago
/nodnods
Guardian Bear J
8 years ago
But conversely... if the item breaks, it will basically only deal collateral damage from sharp edges and the like.
Guardian Bear J
8 years ago
So for RPG terms, it would be an opposed sunder attempt.
Goggs
8 years ago
since this scenario involves magic I can handwave the lack of breaking
Guardian Bear J
8 years ago
One item breaks, one item is fine.
Guardian Bear J
8 years ago
Ah, magic, that adds a whole new dimension. XD
Goggs
8 years ago
okay let me elaborate where I'm coming from here
Goggs
8 years ago
the idea is for the PC to animate objects and attack with them.
Goggs
8 years ago
The player can raise and lower the stats of an item, which changes what the item is - drop defense to 0 and it's now made of paper, raise defense to 9 and it becomes steel
Goggs
8 years ago
fiddle with the stats enough and you can turn a dinner plate into a round shield
Goggs
8 years ago
to make this work though I need a set of stats that map to properties of the items
Guardian Bear J
8 years ago
Got'cha. I see now.
Goggs
8 years ago
but also function in terms of RPG combat mechanics
Guardian Bear J
8 years ago
Your best bet for that would be to look for comparable items.
Guardian Bear J
8 years ago
A plate will never be a mace, for example, but it WILL function as a shield for the purposes of smacking someone with a flat board.
Guardian Bear J
8 years ago
So... look up examples of offensive applications of a shield.
Goggs
8 years ago
but what makes one flat board deal more damage than another?
Guardian Bear J
8 years ago
D&D, for example, has rules for that.
Goggs
8 years ago
other than the wielder's strength?
Guardian Bear J
8 years ago
For all intents and purposes? Nothing.
Guardian Bear J
8 years ago
Smacking someone with a panel of dense wood will do the same damage as smacking them with a panel of dense steel.
Guardian Bear J
8 years ago
It's not the material that does the damage, it's the force of the impact.
Guardian Bear J
8 years ago
A shield strike will always do 1d6 damage, for example, but the trick will be whether the object SURVIVES the strike.
Goggs
8 years ago
hm... that implies that the animating magic would need to become stronger to deal more damage
Guardian Bear J
8 years ago
Yeah. Unless you're straight up converting an item into a DIFFERENT weapon, the rules of nature will still apply.
Guardian Bear J
8 years ago
You want more damage, you need to enchant it to deal more damage.
Goggs
8 years ago
while converting items is possible, it's handling the in-between stage that's the challenge. Or at least, explaining what's happening in-universe
Goggs
8 years ago
if I was, say only using swords this would be a lot easier
Goggs
8 years ago
but handling both swords and clubs is where the problems are arrising
Guardian Bear J
8 years ago
When in doubt, generalize the system.
Goggs
8 years ago
/nodnods
Guardian Bear J
8 years ago
Then try it out, and find the obvious places where general rules don't work.
Guardian Bear J
8 years ago
And do addendum rules for those instances.
Guardian Bear J
8 years ago
Coupled with the age old adage of "For improvised materials, you will always have to use your best judgment."
Goggs
8 years ago
I've been trying to map combat stats to item traits but I'm feeling like I've missed something
Goggs
8 years ago
what I have now is:
-HP maps to size
-DF maps to durability
-AT maps to how dangerous it is
-MP maps to storage capacity/volume
-MA maps to magicallness
-MD maps to value
-SP maps to inverse of weight
Goggs
8 years ago
but I keep hitting corner cases that make this pattern not make sense
Goggs
8 years ago
I could just handwave some of the relationships, but I'd like to be reasonably logical if at all possible
Goggs
8 years ago
(also not sure if separate Magic Attack and Magic Defense stats are needed, but that's a slightly different area)
Goggs
8 years ago
("magicallness" feels too forced)
Guardian Bear J
8 years ago
Aetheric Potential
Guardian Bear J
8 years ago
Or whichever "fuel" your magic uses.
Goggs
8 years ago
I like that
Guardian Bear J
8 years ago
Can we tell I've done RPG systems before? XD
Goggs
8 years ago
there were some hints...
Guardian Bear J
8 years ago
"Aetheric Strength" and "Aetheric Resilience" if you prefer more focused terms.
Goggs
8 years ago
mapping Magic Defense to value was really just a quick way of letting me shift between lead and gold originally but using an innate magical trait of the material sounds much better
Goggs
8 years ago
what's your opinion on combining Attack and Defense stats into one? it seems to be where the "ability of object to survive hitting someone's face" thing is leading, but would it make good gameplay?
Guardian Bear J
8 years ago
It wouldn't. /shakes head
Guardian Bear J
8 years ago
Just keep defense as its own stat, with a special rule for using it on someone's face.
Goggs
8 years ago
blunt weapons use defense for damage while sharp weapons use attack?
Guardian Bear J
8 years ago
Nah, that complicates it too much.
Guardian Bear J
8 years ago
As a power gamer, I would IMMEDIATELY start looking for paperweights to enchant into throwing weapons.
Guardian Bear J
8 years ago
Which I'm pretty sure you don't want. XD
Goggs
8 years ago
pffft
Goggs
8 years ago
I haven't looked too far into the abuses area yet I'm still trying to get a handle on how to do the base mechanics
Guardian Bear J
8 years ago
Don't overcomplicate it.
Guardian Bear J
8 years ago
Come up with the simple base. Damage should always mean damage, defense should always mean defense.
Goggs
8 years ago
/nodnods
Guardian Bear J
8 years ago
when you need special rules, make note of them after the base is in place.
Guardian Bear J
8 years ago
Unless you can come up with something that COMPLETELY breaks the base, you should be good.
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