Last time, we got roughly halfway through planning the range of weaponry that our hero can use in our game. Now, we are going to fish up with the rest of the weaponry.
As well as clubs getting blunter to increase the surface area of their impact zone, quite a few tools and weapons evolved the other way – they reduced their impact zones so that they become sharp points. Such points meant that the pressure applied by the tools became much more focused, to the point that they could pierce and puncture skin, leather, rock, and eventually even metals. These tools would become the picks that we know of today.
In game terms, a Pick is simply a weapon that can pierce their enemies, leading to massive amounts of damage. While this could be simulated by a hefty Attack bonus, since Attack relates to more damage, a better approach is to have such weapons have a higher chance of inflicting Critical Hits. In RPG Maker VX Ace, a Critical Hit results in double the normal amount of damage being inflicted with the attack.
We can therefore create a Pick as a two-handed weapon with an Attack Bonus (+5 Attack) and an improved Critical Hit Rate (+25% Critical Hit Rate). We can create a Small Pick, which is a single-handed version that as a +2 Attack Bonus, and a +10% Critical Hit Rate.
The use of sharpened points to focus impact zones evolved from picks, to become lengthened edges that were used to hack at objects to cut and chop them. Early tool makers used a lot of materials like wood, and a tool to chop them down was quickly developed. The sharp edges spread the impact zone of such weapons along thin lines, allowing for items to be split easily. This led to the development of axes and hatchets, which were amongst the first types of blades to be created.
In game terms, an Axe is simply a Pick with the ability to cause deep cuts, as well as to sever limbs. The loss of such appendages, however temporary, would hinder an opponents ability to fight back. Thus, we can create a state which provides a penalty to Attack for opponents who are hit, until the end of the battle. Reducing the opponent to 50% Attack should be enough.
As for the actual weapons, we can create an Axe as a two-handed weapon with an Attack bonus (+5 Attack) and a 25% chance to inflict the Severed Limb status. We can also created a smaller one-handed version called a Hatchet, with a smaller Attack Bonus (+2 Attack), and only a 10% chance to inflict the Severed Limb status.
With the creation of the blade, and advances in metal working, came the next major development in hand-held melee weaponry – the knife. This was a simple single edged blade, that was used to slice at an opponent, as opposed to hacking at them. This made them useful for cutting materials and flesh alike, and they were often capable of creating heavy cuts that could cause their opponent to bleed profusely as their flesh was torn. However, they were often small, and required their opponents to get in close with an attack, making them vulnerable to counter-attacks by other weapons.
In game terms, a Knife is a weapon that has a chance to inflict a Bleeding state on the opponent, causing them to take damage every turn until the end of the battle. Rather than inflicting damage, this is best achieved by adding a negative HP Regeneration Rate to the target. If we set it at -5%, then the character will bleed to death in little under 20 turns, if not attacked further.
For the weapon itself, the weapon has a 25% to inflict the Bleeding state on an opponent, but does not provide any Attack bonus.
Other Melee Weapons
There are plenty more types of melee weapons available in the world, but those that remain typically require training to be used with any effect in combat. The most obvious of these is the Sword, which is the mark of a warrior or adventurer, and serves little or no use outside of combat. Given the context of our Game, it makes sense that our Hero wouldn’t have any Sword training and thus be unable to use such weapons. More importantly, we could expand upon this, in that we could set up part of the entry to the Adventurers’ Guild being that the Hero needs to acquire a Sword.
Melee weapons weren’t the only types of weapons to be invented, even though they are the most common weapons due to the fact that they were simple to use, and easy to make, especially to begin with.
The earliest of weapons, Rocks, were also able to be thrown in combat, providing the first ranged attack weapons. The initial throwing rocks were ineffective, but eventually it was discovered that rocks which were small and rounded were better able to be used for this purpose, which leads us to the Throwing Rock – a weapon ill-suited for melee combat, but able to strike opponents at a distance.
In game terms, Throwing Rocks are essentially Small Rocks which provides a bonus to Attack Speed as it can be thrown in combat before an opponent. It is assumed that anyone using Throwing Rocks will carry enough on them to have replacements in combat, so that they can use Throwing Rocks indefinitely. We can also provide a smaller version of the Throwing Rocks, that don’t provide an Attack bonus, but don’t have the penalty to hit that Rocks generally have. This gives us Throwing Rocks with +2 Attack, -5% Hit Rate, and +10 Attack Speed, and Small Throwing Rocks with +10 Attack Speed.
Throwing Spears and Javelins
Rocks weren’t the only weapons to be thrown at an enemy. Another simple thrown weapon was the Throwing Spear. The Throwing Spear was developed from the same idea as a Spear, in providing a long-reach weapon with a sharpened point. However, it was discovered that it’s reach could be lengthened even further if it was thrown in combat. Soon, lighter Throwing Spears were created, called Javelins.
As well as having a longer reach, it was discovered that Throwing Spears and Javelins had another benefit as well. Quite often, opponents would attempt to deflect thrown missiles. However, when they tried to deflect Throwing Spears and Javelins, such missiles would embed themselves in the defences of the target, hampering their ability to defend themselves in combat.
In game terms, we can create a state to reduce the Defence of the target, making them easier to hit in future. This is similar to the Attack Reducing state we created for Axes. A successful Impaled attack will reduce the enemy’s Defence by 50% until the end of the combat.
As for the weapons, we’ll give the Throwing Spears an increased Attack Speed (+10), and a +25% chance to apply the Defence debuff from the Impaled state. However, they only have a +2 Attack Bonus because they aren’t as powerful as Spears. Javelins can have a higher Attack Speed (+15), but only have a 10% chance to apply the Defence debuff, and do not provide an Attack Bonus. In both cases, it is assumed that the hero will have enough Throwing Spears or Javelins to use them in combat indefinitely.
Other Throwing Weapons
These aren’t the only Throwing Weapons available. However, of those that remain, virtually all other throwing weapons require specific training for any effective use in combat. This is mostly because such weapons only cause damage when thrown in a specific way, and an untrained user is extremely unlikely to get the technique right without such training.
This training might be the finesse required to get a Shuriken and other small missiles to hit with enough force to penetrate the opponent, the skill to throw weapons such as Throwing Daggers and Throwing Axes to consistently hit their opponents with their impact areas, the strength to throw weapons like Throwing Hammers in combat repeatedly, or the reflexes to catch returning weapons like Chakram and Boomerangs in combat.
In each case, our Hero will not have the training to use these types of weapons before becoming an Adventurer, and indeed, they may need even further training to be able to use these types of weapons.
After the early ranged attacks of thrown weapons were developed, there soon became a second type of ranged attack – the projectile weapon. These types of weapons would use simple devices to propel projectiles at an enemy. Such projectiles afforded the greatest ranges of combat available.
The earliest projectile weapon was the Sling, a simple leather strap that was loaded with a rock, and then held in one hand and swung around the attacker’s head, until one end of the strap was released, propelling the rock towards it’s target. These were clumsy devices, that had few advantages over Throwing Rocks. Essentially, these were a slightly increased range, and slightly heavier damage, but at the expense of accuracy in combat.
Although slings could be wielded in a single hand, they typically required a second hand to load in combat, to allow repeated use.
In game terms, the Sling allows the use of Sling Ammunition – such as rocks, stones, or metal pellets. These can be held in the Off-Hand, and used to provide additional bonuses in combat. To do this, we need to create a new category of Armour called Sling Ammunition. This is because the Off-Hand slot is defined as an Armour slot, not a weapon slot. For thematic purposes, we’ve also changed the definition of Armour in the Terms screen to Armour / Ammo, so that the player knows that this is where any Ammunition that the character can use will be stored.
For the weapon itself, we can have the Sling provide a +15 bonus to Attack Speed, similar to a Javelin. The sling can also provide a +2 Attack bonus, even though it retains the -5% Hit Rate penalty for being unwieldy. However, the main use of the Sling is to allow access to Slingshot Ammunition that is held in the Off-Hand.
We will be working on the Ammunition in a later post, as it is an Armour type that shares the same slot as Shields. This makes the Sling essentially a two-part weapon, that requires two hands to use. However, for convenience, we won’t actually restrict the use of the other hand when using a Sling, so that it can still be used to wield a Shield if the player desires, even though the Sling won’t be as effective.
A variant on the sling is the Slingshot. This device features a strap held between two handles, which was loaded with Slingshot Ammunition. Early Slingshots had the attacker propel the ammunition by whipping the Slingshot forwards towards the target, allowing for more control and further range as the projectile would be flung forwards towards the opponent. Improvements on this design saw both the handle and the strap become more flexible, which allowed the attacker to physically pull back the strap and release it to propel the ammunition, rather than whip the slingshot itself forwards. However, since the strength of the shot was limited to the pull of the Slingshot, the weapon tended to have less strength than earlier Slings.
In game terms, the Slingshot is a Sling that has increased range, resulting in an increased Attack Speed (+20), while no longer suffering from any Hit Rate penalties. It does not provide any Attack bonus, but since it allows for the use of Slingshot Ammunition, an Attack bonus from this source is possible. As with the Sling, the Slingshot is essentially a two-part weapon, requiring two-hands to be used effectively.
The evolution of early projectile weapons such as the Slingshot resulted in what would become the most iconic representation of ranged combat in the pre-gunpowder age – the Bow. The bow had two major advancements over the Slingshot.
Firstly, the strap of the Slingshot was made thinner, and more flexible, to increase the pull of the weapon. However, this meant that it was no longer able to propel sling stones, so a new type of ammunition was created – Arrows. These worked similar to Javelins, although they were much smaller in size, increasing the range of the weapon further, as the thin spear-like projectiles were fired through the air.
Secondly, the handle was changed so that the bowstring could be pulled further, imparting even more energy to the ammunition. As the bowstring got longer, the handle itself became straighter, until it was essentially a curved stick with the bowstring attached to each end.
The first bows, known as Short Bows, we able to be used held either horizontally or vertically, which enabled them to be used on the move, and even while mounted. However, soon larger Bows were created as people started using the bows vertically.
In game terms, we can represent bows similar to Slingshots, except that they have even larger bonuses to Attack Speed. Secondly, they use different ammunition from Slingshots, so we need to create a new Armour type to reflect this. However, this is identical to creating Sling Ammunition.
To create the Bow, we’ll simply give it a very high bonus to Attack Speed (+25). However, since Bows can be fired such a long way, and because they can be used on the move (or rather, because they can move away before others attack), we’ll also include a +10% Evasion Rate. We can also create a Short Bow, which has a lower bonus to Attack Speed (+20), but a higher Evasion Rate bonus (+25%).
Other Projectile Weapons
There are many other projectile weapons available, especially as technology advanced. Some of these required specialist training – such as the Longbow, which was capable of hitting opponents at extreme distances, but attackers needed to learn how to handle the high arcs of their projectiles to get any form of accuracy at such ranges. Others, such as the crossbow and firearm, were often so technologically advanced that while they may have been simple “point and click” projectile weapons, they often needed a lot of expertise and professional upkeep to avoid deadly mistakes.
Either way, these projectile weapons are outside the scope of our Game, as it is unlikely that a novice such as our hero will have encountered them, let alone used them.
Three parts later, and we’ve created no less than 22 different weapon types of the same basic power level for our Hero to use. This is a vast range of customization, although there is little in the way of power growth as far as weaponry is concerned. The fun here is to have the player pick up different types of weaponry, which does different things, and combine them to suit whatever play style they prefer for their Hero.
Admittedly, the primary use of weapons – attacking and causing damage – is quite limited, with the most powerful weapon only providing a +20 Attack bonus, while most provide Attack bonuses of +0, +2, or +5. However, in comparison, the creation of ranged weapons have resulted in weapons providing a hefty bonus to Attack Speed, which equates to a bonus to Agility when making normal attacks – with the highest bonus being a +25 Attack Speed. This means that most weapons can be placed on a scale of Attack bonus vs. Attack Speed bonus.
Becoming an Adventurer
As hinted at earlier, we can have the Hero required to acquire a Sword, as the default weapon of an Adventurer. However, an Adventurer is defined as being versatile, and thus we could also them to have acquired a Bow as well – since this is the most iconic ranged weapon of the genre.