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New Weapon Types: Two Handed Axes and Rapiers!

MeanbunnyMeanbunny Member Posts: 107
edited August 2014 in Feature Requests
I have looked through the arsenal of weaponry that Baldur's Gate has to offer and there are pretty much two points that are especially unsettling to me. Whenever I imagine rolling a barbarian the first thing I think of in my head, is him wielding a huge, menacing two handed axe. It has been something I always have wanted to do and with a little balancing and the help of the developers it would really make my Baldur's Gate dream come true. I also always envisioned my Swashbuckler dual wielding Rapiers, using a fencing type fighting style instead of a hack and slash style.

Two handed axes could go under the Axes proficiency and use slashing damage. Rapiers could go under the small swords proficiency and use piercing damage.

It would really be awesome to have these implemented into the game, even if there were maybe a single magical weapon of each type somewhere in the game, they wouldn't have to be gamebreaking and they could be balanced to equalize with the existing weapons so as to not make the older weapons obsolete.

You don't have to make their stats any different from the existing similiar weapon types in the game, it is purely an aesthetic and roleplaying feature in my opinion.

Thank you to anyone who takes the time to read, review or comment on this request. Especially to the developers who have stayed up many late nights to bring us the Enhanced Edition of such an amazing game. Thank you again and have an awesome day.

Post edited by Meanbunny on
BlackravenelminsterElrandirlolienMaxxximus

Comments

  • AstroBryGuyAstroBryGuy Member Posts: 3,414
    The IWDification mod includes a component for two-handed axes.

    http://www.gibberlings3.net/iwdification/

    BlackravenMeanbunny
  • subtledoctorsubtledoctor Member Posts: 11,241
    There's a mod that adds a rapier, I think. Maybe Aurora's Shoes? I definitely have an 'Acid Rapier +2' or something in my BGT install.

    One thing I've been toying with is differentiating long swords from bastard swords. Currently they are completely identical in form and function, except you can't use one if you only have proficiency in the other. Pretty stupid, methinks.

    I was thinking that maybe long swords should be re-classified as 'light swords' or rapiers, and maybe have their damage dropped to 1d7. That would functionally reflect the explanation for why thieves can use them, but not (otherwise identical) bastard swords.

    abacus
  • scriverscriver Member Posts: 1,805
    *Pops monocle*

    1d7? This is highly unorthodox!

    meaglothlolienElrandir
  • MeanbunnyMeanbunny Member Posts: 107
    Thanks for the support guys. I am glad that this doesn't sound too crazy to some of you. I will definitely check out those mods in the mean time. :b

  • subtledoctorsubtledoctor Member Posts: 11,241
    scriver said:

    *Pops monocle*

    1d7? This is highly unorthodox!

    It's the magic of computers - the random number generator doesn't have to worry about silly things like three-dimensional geometry!

    Meanbunnymeaglothlolien
  • ZanathKariashiZanathKariashi Member Posts: 2,867
    edited August 2014
    @subtledoctor
    Actually there is a difference. Bastard swords are stronger. They deal 2d4 (2-8), instead of 1d8 (1-8) like a longsword.

    Though technically the 2d4 Bastard swords are supposed to be two-handed. (1hded is supposed to be 1d8)

    Their primary difference is, a longsword is stuck at 1d8 no matter what due to their design, but a bastard's design is different, so when forgoing a shield, you deal +1 more minimum damage since the extra length of their hilt allows you to effectively use them 2hded. (BG doesn't implement this, of course...like a lot of things).

    And the reason they're on different proficiencies is because even though they deal the same approximate damage, their designs are completely different in characteristics. Being proficient in longswords can't effectively wield the more bulky bastard sword 1hded, while lighter longsword screws with your combat style if you're trained in using the bastard sword.

    Scimitars are also 1d8 slashing weapons, that are 1hded, and have their own proficiency catagory. Are you going to add them into the mix as well?

    DnD already gives you bonus when using similar weapons to ones you have proficiency in (it reduces the non-proficiency penalty by 1, if the weapon you're using is similar to a weapon-type you have proficiency in), and last i checked, warriors at least were erroneously given a -1 non-proficency penalty, instead of the PnP accurate -2, so if you're using a warrior class, you're automatically getting the benefits of near-proficiency for every weapon.

  • subtledoctorsubtledoctor Member Posts: 11,241
    edited August 2014

    @subtledoctor
    Actually there is a difference. Bastard swords are stronger. They deal 2d4 (2-8), instead of 1d8 (1-8) like a longsword....
    Though technically the 2d4 Bastard swords are supposed to be two-handed.their designs are completely different in characteristics.

    The difference is 0.5 average damage, which becomes next to meaningless when you start racking up bonuses for Str, enchantment, etc. While the two swords are different in real life, the game doesn't really reflect that. So, what purpose do they serve *in-game*? Put yourself in the position of a brand new player: you play the game, and there is no bastard sword category, and no proficiency for it. Would the game play any differently? Would you not get pretty much the exact same satisfaction from it? So what is the category adding?

    The choice of which weapons to include is completely arbitrary - they left out lots, they squeezed cutlasses in with short swords, etc. I'm just suggesting that when a weapon is added, it should have some functional in-game characteristics that distinguish it from others. It could have different damage characteristics, it could be used by different characters, it could just look different... something.

    In the context of a feature request like this thread, or of a proposed game mod, I think it's entirely reasonable that, where not much difference exists between two weapon categories, someone might suggest adding differentiating characteristics.

    The worst offender in this regard, worse even than long swords/bastard swords, is maces and morning stars. Slightly different damage but NO other in-game differences, at all. I'd love to see some morning stars become 2-handed weapons, in addition to axes. Did you see the last Game of Thrones episode? Awesome.

    TheGraveDigger
  • artificial_sunlightartificial_sunlight Member Posts: 589
    in-game purpose is diversity, fluff.
    In your opinion Safana and Alora are redundand?

  • subtledoctorsubtledoctor Member Posts: 11,241
    An NPC is all about representing (simulating, really) a person, a personality. So Alora and Safana could have completely identical stats & skills, but if the writing was different it would be worth running through the game with each.

    A mace and a morning star are dimme objects, with about 3 sentences of text to distinguish them. They are defined by their use; their function. So if they are functionally identical, they contribute less to fun and variety than two NPCs who are functionally identical.

    Please tell me you understand that...

    Anyway this is a Feature Request thread. Two-handed axes, rapiers, two-handed morning stars, light swords... if there were ever a place to discuss the benefits of adding functional variety to the game, this is it.

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