As stated in the title this topic is just some random shotgun spattering of ideas. I forfeit all rights to these ideas. though I know many are common or do not matter. that said lets get to the ideas.
WEAPON CLASS SUGGETIONSCANNONS/rifles (early gunpowder)info: fast to fire, slow to "reload" cannons are able to deal a large around of physical damage accurately at range. their main down side is their function while they only take 1 AP to fire, it take 4 to "reload". making them a burst damage weapon.
mechanicsshot and reload: after an attack action one must preform a reload action on the weapon unlike bows and crossbows that automaticly do this.
uses ammo: unlike other weapon classes you must craft/find ammo for imp cannons. these have many types from the common lead round (AP high physical damage) to the rarer explosive elemental rounds.
WEAPON EXAMPLESmakeshift arquebusimage:
link info: A stick with a metal tube on the end. is lit with a small fuse.
damage: 10-15 (base at one)
AP fire: 1
AP reload: 4
AP swap: 2 (yes you can swap between two in battle to lower time reloading)
range: 1.5x that of a bow/crossbow
thunder mugimage:
link info: it looks like a mug, but instead of drinking this is for making a hole lot of noise. (not a weapon per say but more of a loadable equip like the grenades)
effect: upon use produces a loud noise and a cloud of smoke around the user. any hostile in X range will be disoriented by the sound for 1 or 2 turns. produces a ring of smoke around the user great for use on escapes.
note: thunder mugs are a real thing, though in RL they where primarily used in forts and harbors as a sort of siren.
imp liquid projectorlooks: search greek fire, the devises we think where used for that would be about this. large and bulky but epic to use.
info: made by some crazy imp these rare weapons take barrels of fuel be it water, oil, or poison and spray it upon a target area. generally used in combo with spells to disorient and destroy the field of battle.
damage: 1-3 impact + paints surface
AP use: 1
AP reload: 6
uses before reload: 20 (a single barrel is used in reload)
are painted with element similar to wands.
AMMOSlead shot (common)
info: a tube with a metal round and black powder.
effect: standard load no effect
elemental shot (common)
info: a glowing round with a red powder behind it
effect: +20% damage elemental (so 10 damage gets 2 elemental damage of type)
type limit: poison, fire, electric.
smoke shot (uncommon)
info: a standard lead shot with a large amount of powder
effect: -10% damage puts of a wall of smoke in front of user.
chipper shot (craft)
info: a load of wood chips, nails and powder.
effect: hits EVERYTHING in front of user between them and half max range, -~10% damage per target hit. (closest takes full anything after takes 10% less based on other targets hit)
explosive shot (rare)
info: explodes on impact
effect: +200% damage and knocks down hit target.
LONG BOWSinfo: requires a higher AP to use then standard bows, long bows have the main advantage of longer ranges from height with them gaining 2x the range bonus of any other weapon. along with that users are imparted an ARROW VOLLEY ability where they aim at a ground point and fire 6 arrows at once.
mechanics
height bonus increased: 2x bonus range from height and a 75% increase to crit chance against lower elevation targets.
ARROW VOLLEY skill: a 4 round cool down skill where you aim at the ground firing a "shotgun" burst of 6 arrows, great for bunched up groups.
example of weapon
makeshift longbow
craft: long stick, bow string
damage: 8-9 base
AP fire: 4 (can't move and fire same turn with out glass cannon)
ability: arrow volley
idea base: melee weapons unlock abilities, shields unlock abilities why not have a bow that has its own one. sure bows can use arrow heads but for elemental effects a wand or staff is generally better then most arrow heads.
bucklers(shields)info: smaller more mobile shields designed for the fleet of foot. while they do not provide shields up like standard shields they do have a opportunity block ability which when activates "blocks" all attacks of opportunity on the turn used.
mechanics
opportunity block: for one turn immune to attacks of opportunity, 5 turn cool down.
example of weapon
makeshift buckler
shield: 5 physical, 1 magical (not a good shield)
fineness required: 12
ability: opportunity block
note: weakest idea of all "Weapon ideas" posted here.
QUEST/EVENT CONCEPTSUndead in a crate:info: player comes across a locked metal crate in the middle of nowhere. from it they can hear muffled screaming. turns out it is an undead dwarf that was locked in their cause well he was an undead dwarf and some one wanted to see if they could.
note: upon release the dwarf complains about the light thanks you drops a coin purse that he had apparently stolen from his attackers and walks off. can be found actually dead by something later. (not a fighter)
LOST,two legs slightly used.insperation:
http://steamcommunity.com/sharedfiles/filedetails/?id=932307817base: player runs into a soldier who is missing their lower torso, apparently the lost it in an attack but a mage managed to save their life. much to their hatred. they task you with finding their legs which is no easy task. as well one was eaten by the beast that took their lower half and the other was turned into an oil lamp by an imp, cause reasons.
quest bits: find the legs. kill a creature to get a half digested leg, and kill an imp to get a burned leg candle. return them to soldier.
upon getting their legs back the soldier will actually insult you for bringing them back in such poor condition stating they are of no use to him now. forcing you to have to persuade the soldier to get a reward for doing the job. failing results in an insult in 10 gold, succeeding resuilts in getting the burned one as a melee weapon. (poison and fire damage)