Valiance
07-25-2009, 07:55 AM
One of the main reasons I stopped playing Sryth was because I roleplay, and my roleplay character is a warrior, but he only uses a sword, no shield or anything. So I sent this suggestion to the game master. I wanted to hear what you guys though about it.
A long while back, I sent in a suggestion in regards to 'free-hand' combat. In other words, a character wields a one-handed weapon, but no shield. I told you about how my character only uses a one-handed weapon, but no shield, because of roleplaying purposes. Because that's who he is. Unfortunately, by doing this, I miss out on anywhere between 1-14 points of melee rating for not using a shield. That's a pretty big loss! And the game is somewhat frustrating to play in this style, because with such a big hit to my melee rating, it's hard for me to move further on in the game because my MR isn't as high as it could be. But I talked to you a long time ago about the possible merits of freehand fighting, seeing as how a person with a free hand is more versatile in a fight, being able to grab, punch, shove, deflect, and if nothing else, simply use that free hand for balance. However, at the time, I hadn't actually proposed any ral idea for how to implement it. I have now, and I'll get to that in a moment.
Another thing I've noticed is that while many skills are great, I'm sorry to say that many of the weaponry skill's bonuses are a bit....sub-par. I mean, if you think about it, while a better weapon is certainly a boon, in all reality (I know, we're talking about a fantasy roleplay here, but I mean as real as one might get, considering) a person's skill is usually the defining factor in a fight, not their weapon. However, the weaponry skills give you one extra melee point for every 10 points you have in that skill. This means that the most you can have in a weapon, from skill alone, is +20 melee points. (+10 from Weaponry, and another +10 from a weaponry subskill ex. Weaponry: Slashing)
The weapon my character is wielding right now, the "Howling Wolf Blade", gives me the same melee rating as a character who's completely maxed out both a weaponry skill and a weaponry sub-skill. This doesn't...really seem quite right to me. I'm at the point where it costs over 3,000 experience points to upgrade either of my weaponry skills. I'm at level 70 in both of them. Considering the amount of experience involved in getting those skills to that level, that's quite an accomplishment! But I'm left feeling somewhat....unaccomplished, because I'm now at the point where I'm likely to spend possibly as much as 20,000 experience points just to get another +1 to my melee rating. It seems better to spend that experience on other skills like thievery, or woodsmanship, or on powers.....they have a much bigger impact on the game than just +1 to my melee rating.
Well, I actually am about to propose a fix to both of these. Please be patient with me just a little while longer. I propose that people that fight with a free-hand, with a one-handed weapon but with no shield, get the following bonuses.
1: They get DOUBLE the bonus of their weaponry skill to their melee rating.
2: They get half again (1.5, rounded down) the bonus of a weaponry sub-skill to their melee rating.
So in case you have a headache today and want this simplified, say a person has 100 Weaponry, and 100 Weaponry slashing. This would normally give him +20 to his melee rating total. But if he fights with a free hand, it gives him +35, an additional fifteen points. This seems a fair trade, seeing as how the most powerful shield, (That I've seen, that is) the "Griffon Emblazoned Shield", gives +14 to melee rating. You could consider the extra +1 point from the weaponry skills a kind of bonus reward for gather that phenomenal amount of experience. But it would encourage, at least a certain amount of people, to put more effort into the weaponry skills, as now they're more game-impacting.
This would make the game more fun for freehand roleplayers like me to play a character we're comfortable with. (On a completely unselfish note, it would also allow me to progress further into my game =D )
Okay, well, this suggestion has not been implemented, but I wanted to hear about what everyone else thought.
A long while back, I sent in a suggestion in regards to 'free-hand' combat. In other words, a character wields a one-handed weapon, but no shield. I told you about how my character only uses a one-handed weapon, but no shield, because of roleplaying purposes. Because that's who he is. Unfortunately, by doing this, I miss out on anywhere between 1-14 points of melee rating for not using a shield. That's a pretty big loss! And the game is somewhat frustrating to play in this style, because with such a big hit to my melee rating, it's hard for me to move further on in the game because my MR isn't as high as it could be. But I talked to you a long time ago about the possible merits of freehand fighting, seeing as how a person with a free hand is more versatile in a fight, being able to grab, punch, shove, deflect, and if nothing else, simply use that free hand for balance. However, at the time, I hadn't actually proposed any ral idea for how to implement it. I have now, and I'll get to that in a moment.
Another thing I've noticed is that while many skills are great, I'm sorry to say that many of the weaponry skill's bonuses are a bit....sub-par. I mean, if you think about it, while a better weapon is certainly a boon, in all reality (I know, we're talking about a fantasy roleplay here, but I mean as real as one might get, considering) a person's skill is usually the defining factor in a fight, not their weapon. However, the weaponry skills give you one extra melee point for every 10 points you have in that skill. This means that the most you can have in a weapon, from skill alone, is +20 melee points. (+10 from Weaponry, and another +10 from a weaponry subskill ex. Weaponry: Slashing)
The weapon my character is wielding right now, the "Howling Wolf Blade", gives me the same melee rating as a character who's completely maxed out both a weaponry skill and a weaponry sub-skill. This doesn't...really seem quite right to me. I'm at the point where it costs over 3,000 experience points to upgrade either of my weaponry skills. I'm at level 70 in both of them. Considering the amount of experience involved in getting those skills to that level, that's quite an accomplishment! But I'm left feeling somewhat....unaccomplished, because I'm now at the point where I'm likely to spend possibly as much as 20,000 experience points just to get another +1 to my melee rating. It seems better to spend that experience on other skills like thievery, or woodsmanship, or on powers.....they have a much bigger impact on the game than just +1 to my melee rating.
Well, I actually am about to propose a fix to both of these. Please be patient with me just a little while longer. I propose that people that fight with a free-hand, with a one-handed weapon but with no shield, get the following bonuses.
1: They get DOUBLE the bonus of their weaponry skill to their melee rating.
2: They get half again (1.5, rounded down) the bonus of a weaponry sub-skill to their melee rating.
So in case you have a headache today and want this simplified, say a person has 100 Weaponry, and 100 Weaponry slashing. This would normally give him +20 to his melee rating total. But if he fights with a free hand, it gives him +35, an additional fifteen points. This seems a fair trade, seeing as how the most powerful shield, (That I've seen, that is) the "Griffon Emblazoned Shield", gives +14 to melee rating. You could consider the extra +1 point from the weaponry skills a kind of bonus reward for gather that phenomenal amount of experience. But it would encourage, at least a certain amount of people, to put more effort into the weaponry skills, as now they're more game-impacting.
This would make the game more fun for freehand roleplayers like me to play a character we're comfortable with. (On a completely unselfish note, it would also allow me to progress further into my game =D )
Okay, well, this suggestion has not been implemented, but I wanted to hear about what everyone else thought.