Page 1 of 1
Weapons categories

Posted:
September 2nd, 2023, 6:41 pm
by Vorimir
Just to give it a little more flavor I was thinking about dividing weapons into three categories:
Blunt: Staff (and hammers, maces...)
Slash: swords and axes.
Piercing: Dagger, rapier, polearms and arrows
When heroes attack with a weapon the defense dices a monster uses are modifiied:
Blunt weapons give -1 defense dice to undeads but greenskins (goblins, orcs and abominations) get +1.
Piercing: Dread warriors and gargoyles get -1 Defense but undead get +1.
Slash weapons are the standar so no change.
Those are just examples and can be easily changed/modified.
Re: Weapons categories

Posted:
September 2nd, 2023, 7:49 pm
by lestodante
Blunt weapons give -1 defense dice to undeads but greenskins (goblins, orcs and abominations) get +1.
Piercing: Dread warriors and gargoyles get -1 Defense but undead get +1.
but what is the reason to apply bonus or malus to certain monsters instead of others?
I guess a figure with an armour like a dread warrior or with a stone skin like a gargoyle should suffer more the blow from a mace than from a piercing weapon.
Re: Weapons categories

Posted:
September 2nd, 2023, 7:57 pm
by Vorimir
I also thought about that but I thought: blunt break bones so undeads are affected. I also thought -1 to undead and dread but +2 to greenskins but it is a too big modification so I simplified a little. As I said this is easy to change, is just an idea to give weapons a little more flavor that just plain dices.
Re: Weapons categories

Posted:
September 5th, 2023, 2:52 pm
by Kurgan
Basically the game really only breaks the Equipment into the categories of stuff the Wizard can use (very little) and stuff he can't, or stuff you can combine with a Shield and stuff you can't (Battle Axe and Staff). Of course Remake turns Alchemist Shop potions into Equipment raising a few possible extra questions but not much else has changed. Some potions can only be used by a certain hero, and presumably now you can sell back potions to the Armory (?) at half price like other gear (whereas before there was no such rule for the Alchemist Shop buying things back).
The other complexity is interesting but I didn't seek to use it, thinking I'd add complexity in other areas instead as I saw fit. I do throw around the term "two handed" sometimes to categorize new things that I put in the same category as the battleaxe and staff with regards to the Shield.
The remake adds the category of "metal armor" for some of the new heroes and their limitations. They even revised the helmet card to make this make more sense after introducing it in the 2021 edition.
I guess Artifacts are their own category even though some of them are considered to be "armor" or "weapon."
Re: Weapons categories

Posted:
September 5th, 2023, 4:42 pm
by Vorimir
Its just for adding a bit of flavor. In The growl of thunder and un Halls of Durrag Dol we have a throwing hammer that withlut its magic powers are just like the hand haxe. That gave me the idea, didnt want to make them just the same.
Re: Weapons categories

Posted:
September 12th, 2023, 10:27 am
by Vorimir
I ended doing something simpler:
Just added Blunt weapons.
Mace is like a shortsword.
Throwing hammer as a Hand axe
Morning star as a rapier
Heavy mace as a broad sword.
The Blunt tag makes skeletons, zombies, mummies, dread warriors qnd gargoyles defend with one less dice but orcs, goblins and abominations get one extra dice.