Armoury Thread

The problem with keeping the EP increments fixed and playing with the damage per increment is that the weapon very quickly becomes overpowered - if you get +3 damage per increment, that puts you at +6 damage as long as you have more than 21 EP. It also makes the damage bonus jump more widely - going from 21 EP to 20 EP takes your damage bonus from +6 to +3...

My current system allows two axis of change - a CS bonus, and a damager-per-EP change. Some weapons could add very little CS, but lots of damage from EP increments (like an axe, which relies more on brute strength to wield than finesse); others could have a high CS bonus, but with low damage increments (like a sword, which would require more skill and less brute-force bashing). The damage bonuses could also be targeted to achieve certain effects or favour certain classes of wielders, like the Toran Hammer and the Blightstaff.
 
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