» Fri Dec 16, 2011 6:32 pm
The main problem with new weapon types is skills. For example, a spear and a flail is vastly different, and even more different to a dagger.
See? We would need many new weaponskills, which would unbalance the "Archetypes" Bethesda seems so obsessed with.
One class for Blunt weapons, one for Blade weapons and one for Axe weapons.
In Blunt there would be maces, hammers (one and two handed versions), flails and morning stars.
Blade would have swords, daggers, claymores and maybe dirks. (Small pointy daggers, actually one of the weapons killing most in medieval closecombat. Knights used swords, hammers and such to knock an enemy to the ground, and finish with the dirk. Also called "True killer")
Axe would have axes, greataxes, halberds and hatchets I guess.
Then there are throwing weapons skill. It could maybe be implented within Archery, but I doubt it would be good.
This would include daggers, hatchets, stars, nails and maybe blowpipes?
This would mean no different skills for one- and two-handed weapons.
So in the end it would look like this if they balanced it.
Warrior:
Blade
Blunt
Axe
Heavy Armour
Archery
Smithing
Block
Mage:
Destruction
Alteration
Conjuration
Restoration
Illusion
Enchanting
Unarmored
Stealth:
Sneak
Light Armour
Pickpocket
Throwing weapons
Alchemy
Speech
Lockpicking.
This way it could be better and still hold the Archetypes.