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[Adonthell-general] Weapons design


From: Andrew Michael Phillips
Subject: [Adonthell-general] Weapons design
Date: Wed, 10 Dec 2003 00:33:16 -0600 (CST)

I've been trying to work out some items, but I'm experiencing some 
difficulty when it comes to weapons. Some of weapons give bonuses to the 
wielder, of course. These are no problem, just as long as the weapon 
doesn't make the character too powerful.

However, I've hit a problem when trying to figure out weapons which do 
unusual kinds of damage. For example: if I had an evil cleric with a 
Nightmare Mace, it would of course do physical damage. It might even do 
fire damage. But, it also does psychological damage - horrifying, 
confusing, intimidating the target. This is where I run into problems.

---At this point, I stopped to re-read the rules---

I've re-read the rules, but I'd still like to seek clarification. My 
concern with non-traditional damage is the exact nature of the damage and 
how long it lasts. For example, taking the broad approach, the Nightmare 
Mace might permanently nerf someone's character by reducing willpower. 
However, I'm assuming that the broad approach is incorrect.

Rather, it would seem that something like the nightmare mace would have a 
chance to decrease the target's mental resistance for a few rounds. But if 
mental resistance reaches 0, what happens then?

-- 
Andrew Phillips
God Bless Our Troops
cptlogic at endor dot hsutx dot edu
"Let the Prince win his spurs" 
-C.S.Lewis: The Lion, the Witch, and The Wardrobe






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