I think the basic idea in the OP is very interesting. It should make the decision about weapon choice for each battle more complex, assuming that action points for changing weapon make a significant dent in total AP for a round.

Here are a few additional/alternative ideas, though they have not been thought through with respect to balance or practicality within the game engine.

Spears and similar long pointed weapons present a problem for attackers with swords, even two-handers. You have to get past the point safely before you can do any damage. So there could be a check which the attacker must pass in order to make a successful attack. Unsuccessful attackers cannot attack until the next round.

Spears can be grounded in the earth. An attacker using a charge ability who fails the check would take significant damage and possibly be held up on the next round as well.

For these, it might be more appropriate to consider the Wits value rather than strength.

Crossbows do not need to fire directly, but at the ranges in a typical DOS battle it would be necessary to fire at an angle greater than 45 degrees, reducing accuracy.

Ordinary bows gain by being easier to aim at close range. Heavy crossbows take longer to load and aim, but can do a lot of damage to armour.

On a slightly different tack, perhaps a high memory value should allow characters to "learn" magic or physical attack actions which are used against them. I rather like the idea of making as many attributes as possible relevant across more classes.

Enough from me for now, I think.


Last edited by mfr; 26/08/16 11:00 AM.

Someone must have spiked her senna pod drink!