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Weapons and Battles

Guess this will serve as my first blog post!

At the moment I'm churning out some database stuff, sussing out weapons and skills and my battle system. I'm using Yanfly's Weapon Mastery script, where you can gain skills depending on how much you use a weapon. The script describes it better:

"Weapon skills appear when certain weapons are equipped and after having used the said weapon enough times in battle. The weapon skills associated with the weapon are independent of what the user has learned through levelling or other means, but instead are dependent on how proficient the user is. Every single weapon can have different weapon skills even if they are the same weapon type, thus allowing the player a plethora of new options to explore when playing through the game."

I have 7 different weapon types: One-Handed Swords, Two-Handed Swords, Ranged, Polearm, Blunt Melee (which covers staffs and clubs), Knives, and Trauma (which covers hammers and axes). There are four weapons under each type. Each character will be able to use every weapon, but they will be more proficient with certain types and will learn more skills from them. For example, Antheia is highly proficient with a one-handed sword, so she will learn five skills in total over the period of the game (these are separate to the elemental skills the characters will learn from equipping Shards). So, A proficiency = 5 skills, B = 4 skills, C = 3 skills and D = 2 skills. There will be different skills for each weapon and each character ... so a lot of work for me, but hopefully more fun and playability for the player.

The weapon skills will appear under the 'Attack' tab rather than under the 'Skills' tab. I'm getting rid of plain old button-bash attack. All the weapon skills will have special terms of use (can't think of the right phrase); e.g., there may be an attack that strikes all enemies, but the character will need to rest one turn. I'm hoping this will make the battles interesting, but not time-consuming or boring. I appreciate that there are certain situations where you just want to button-bash out of a dungeon, so maybe I'll combat this by having easier battles; let me know what you all think.

I'm also thinking of having just one of each weapon available in the game ... not too sure how this will work when it comes to buying the weapons, but I'm sure I'll figure something out. Suggestions are much appreciated!

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I'm seeing weapons under the characters section that doesn't fit here like the bow. Does this mean the weapons listed there should be ignored?

I like this idea. Done right, this gives the characters some level of customization while at the same time making them better at some roles than others.

I can only see this being meaningful if the weapon types have some kind of theme that distinguishes them from each other. If they are similar, say the sword has a triple strike move that damages the enemy thrice with attack - defense points of damage while trauma weapons have a crush skill that once deals attack * 3 - defense *3 in damage, then the difference is almost nothing. In this case, giving a character the option to equip a C rank weapon is pointless since there's no reason not to stick with the S rank one.

Aren't hammers blunt? The blunt category looks like it contains weapons I often see caster classes use. Is this category going to contain caster type skills? If that's the case, then I understand why hammers are separated from clubs.

Why would you only have one weapon of each category available? I don't see how this system would mean you can't have anything as simple as weapons with increasing attack strengths.
Originally I was just going to have one weapon per character, but I'm leaning toward this idea. I'll have to update the characters page.

You're right; the weapon types will be different in the way that you described. I'm sussing out the exact logistics of that at the moment. I've always liked the idea of 'sacrifice' when it comes to equipment; e.g. you get more strength, but lose some speed, or something like that. I guess that also works with the characters: this character gets the heavier, stronger weapon because I'm making them a tank, and this character gets the lighter, faster weapons so they attack first. Something like that.

I think of Blunt Melee as being blunt weapons that don't cause significant damage and are quick, like sticks and rods, and Trauma weapons being the stuff you really don't want to be hit with, like axes and hammers. Trauma weapons will deal the most damage and have the highest critical.

I'm going with a 'weapons get better the more you use them' style rather than 'weapons get better because I went to the next town'. Does that make sense?
It makes sense, but right now it sounds like the best idea is to pick an A rank weapon for a character and stick with it. Even if say axes have more strength, but less speed than swords, a character with more ranks in swords will probably still deal more damage with that weapon. If so, this would defeat the point of even allowing a character to equip a weapon at C-rank or lower.
Hmmm, I see what you mean. What would you suggest doing?
The more the weapons differs from each other in terms of functionality, the more of a point the is to use more than one weapon type. Also, the more steep the learning curve is, the less punishing it is to use multiple weapons. If you for the effort it takes to level up one weapon to rank 12 can level up two weapons to rank 10, you don't lose that much by dividing the effort. If you're just able to get two weapons up to rank 8 for the same amount of effort instead, that's way more discouraging.

Can the player switch weapons mid battle? If yes, the player may do so frequently depending on what's most advantageous for the situation at hand. Otherwise, the player will only switch weapons if she/he wants to use an entire different build.

In the end though, a system that makes you better at a weapon by using it a lot does by design encourage the player to stick to one weapon. Any encouragement to switch weapons now has to overcome the encouragement to not do so.

I suggest you make a wish-list of what you want your system to accomplish. Then decide the priority of the items on the list and take actions thereafter.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
I wouldn't worry about including ways to let the player not have to think, unless that's your overall game design intent. Catharsis and strategy are two totally different reasons to play games and it's okay to just pick one for your game to be about. I mean, it's fine to combine fundamental design goals like that if you can combine the two ideas at every level of game design, but if you're just adding brain-dead gameplay in specific situations (and then presumably require some level of strategy to even get to those situations), it's going to feel boring instead of relaxing.

On a more practical note, regarding weapons: what if you have your basic weapons that never get replaced and you can gain proficiency with, and then collect improved weapons that are more powerful but have a limited number of uses? And then allow each character to equip maybe three or so weapons, so they have a choice each turn. That way the player gets to create a build, and become more powerful at that build by practicing, and that build is still important because it's your fall-back and your best skills for grinding. But at the same time, upgrades are still important and using different types of weapons strategically is still possible. There are drawbacks (any system has drawbacks) but the trick is to find drawbacks you can live with for the type of game you're making.
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