Fair point too about chance to hit.
If anything and to be honest I'd rather never deal with chances to hit / RNG in a tactical game - sure, chance IS a part of tactics by being a constant menace, but I'd rather leave it to Critical strikes or Block. 3 "failed" Criticals still result in actual hits and you don't feel as if your turn was wasted because you took a chance to deal MORE damage rather than taking a chance to deal ANY damage at all.

But I digress !

Maybe based on the "weight" of the weapon, there could be an inverse relation between damage and crit multipliers.
Two handed high damage but low crit multiplier and Daggers with low, low damage but very high crit multiplier ( 100% chance to crit from behind AKA Backstab ). Single-handed weapon/no shields would be the median.
Adding a shield may remove any crit chance to bring the obvious defensives bonuses like armor and block chances.

Based on the TYPE of weapon then, additionnal effects could apply - Spear for longer reach and maybe act just in real life as anti-charge, Blackjacks may stun, axe may cripple, maces may lower armor, swords may make the target bleed, combat staves if any may knockback, whips may pullforward or knockdown ...

So many possibilities ranging from "classic" to "original"... Yeah, I think 1ap per action regardless of the weapon type could work as long as each of them bring something special to the table making them balanced =)


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