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MoJones304's Weapon & Clothing Armory

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MoJones304's Weapon & Clothing Armory

Postby MoJones304 » Friday October 20th, 2017 11:12pm

1933
1932
Last edited by MoJones304 on Saturday October 21st, 2017 3:10pm, edited 1 time in total.
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Re: MoJones304's Weapon & Clothing Armory

Postby Gold Bearer » Saturday October 21st, 2017 9:29am

Some interesting ones in there, maybe the hammer would be better as a special item.
I think the greatsword's supposed to be two handed.
The rules for the healing kit aren't very clear, it's the and roll bit at the end. It also seems WAY too good.
I'd also change chemist to alchemist.
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Re: MoJones304's Weapon & Clothing Armory

Postby MoJones304 » Saturday October 21st, 2017 12:06pm

I agree about the Greatsword, that's an error. It is supposed to be two-handed. I'll have to edit that. The medic-kit hasn't been too overpowered because it goes away after the 6 total BP are used. Thanks for the reply.
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Re: MoJones304's Weapon & Clothing Armory

Postby Daedalus » Friday January 26th, 2018 11:34pm

Your Armory has a nice selection of gear. The text could be made more readable if you lightened the background/darkened the lettering, in my opinion.

The breakable buckler is an interesting idea, but pricey. Why not let it cancel 5 Body Points of damage before it must be discarded?
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Re: MoJones304's Weapon & Clothing Armory

Postby knightkrawler » Saturday January 27th, 2018 4:08am

Daedalus wrote:Your Armory has a nice selection of gear. The text could be made more readable if you lightened the background/darkened the lettering, in my opinion.

The breakable buckler is an interesting idea, but pricey. Why not let it cancel 5 Body Points of damage before it must be discarded?


...but only one point per attack, I'd add.
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Re: MoJones304's Weapon & Clothing Armory

Postby MoJones304 » Saturday January 27th, 2018 5:48pm

I agree about the backgrounds. I am still working with some coloring and textures to get a better looking armory. I wanted the idea of the leather cuirass and wooden buckler breaking be on account of actually taking damage. I did consider the idea of allowing them to "absorb" the damage before breaking, but this is what I am going with currently. Great thing about this game is that I am constantly playing and finding ways to improve our game experience.
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