Apr 16, 2018, 3:49 PM

@wildbaboons said in Wheel of Time mechanics:

I would be wary of doing anything with individual sword forms. While it is thematic there are a few problems to overcome:

there are a ton of them! Making them each mechanically different and balanced would be a chore.

I agree. The other option is to simply not offer that tier of specialization for non-channelers, but merge those modifiers on the second tier ("Offensive Fighting") - which saves them XP they can spend on other things.

What would you do for the non-sword users to create an equivalent system or balance? If you figure out the point above and end up with 50 sword forms to choose from.. what is the staff fighter going to get? The knife?

The way described above means non-sword users can simply get the same trait, but buy multiple levels of it which channelers can't afford to. So you could make an excellent assassin type who's a glass canon, or a careful defensive warrior who capitalizes on out-surviving their opponents. Again, choices.

We can even ensure different weapons have slightly different modifiers. A knife user has a better initiative, for example, but swords hit harder (and axes the hardest).

Ranged combat is going to be harder. Handling range in general on a MUSH... I don't think I've ever seen it handled well, but maybe some of you have.

Specialization absolutely makes sense though, both for channelers and non. Blademasters being the obvious example, but even aside from Talents on the channeling side there are plenty of examples of people just being good at stuff from doing it all the time. Windfinders and weather magic, that kin with the unbreakable Shield, etc.

What I was thinking was that Asha'man who wasn't very strong at all, but who had a true knack for making Gateways. We can definitely do that, and use it for anything - one trick, useful ponies! Then you can have a great healer who can't do much else but she can do that one thing like a champion - and she's a great spy on top of it. Stuff like that.

Half the fun of designing games is doing things better this time around, so what else can be done, even if we throw all the above down the drain and start over?