» Tue Feb 22, 2011 4:45 am
With the number of skills limited to 21, I think adding 2 more weapon skills might make the skill-list a bit "weapon-heavy".
How about some combinations within the existing skill-set? The weapon skill isn't the only thing that affects how well you perform with your weapon, so how about combinations along these lines:
Dagger - mainly still goverened by the blade skill, same as long blade. HOWEVER, when attacking while undetected, performance (damage) is based on stealth skill, not the blade skill. By this I don't mean the bonus modifier - I mean disregard the blade skill entirely, and only use stealth skill to calculate damage. Then add modifier on top of that. The stealth skill should give a HUGE bonus modifier damagewise(to the point of one-hit kills).
When fighting enemies that are aware of you, blade-skill governs performance, but the attribute used to modify damage isn't strength, but agility/speed. (combination, maybe) So no need to work on the strength-attribute. And the blade-skill is only relevant when fighting enemies aware of you - not a situation you would like to be in anyway.
Result: It is possible to be absolutely lethal with the dagger as long as you're undetected, but rendering the weapon useless against a sword-wielding opponent once he's aware of you.
Blade - Governed by blade. Recieves only minor (if any) bonus modifier as a result of stealth attacks. Strength is used on top of blade skill to determine damage, as before.
And keep the armor skills, but make them more interesting.
The concept of being better suited to wearing armor isn't that ridiculous - any soldier will tell you how you have to get used to wearing body armor if you haven't before. And that's todays smaller, more comfortable armor. Having worn body armor for some time myself, I can testify to this - it does make a difference whether you're used to this or not. The difference is your "skill" increases by simply wearing it during practice/action, not by being hit.
I think a better way to go here is to let armor give almost the same level of protection regardless of skill (some increase seems in order), but give armor-wielding player a massive penalty in speed/agility while wearing armor. Have these penalties reduced progressively as the armor-skill(s) increase. That would be the most realistic, IMO.
Oh, and it might be an idea to give up the heavy/light-separation and just combine them. Just let heavy armor give substansially more protection, but with a hefty penalty to the stealth skill. And make the speed/agility-penalty substansially less for light armor. These penalties should also be different within the different armor-classes, for instance, leather armor might give a very small penalty, while glass might mean a bigger penalty. This way, every choice of armor is a choice of how much speed/agility you're willing to give up to achieve armor protection (with some, expensive, rare armor sets being much better at both, obviously). It also means that a character might start out with light armor (simply because heavy is too heavy in the beginning), then progressing along different sets of light armor and up to heavy armor as his skill increases(quite realistic IMO). While a stealthy character would always go for the light armor, to avoid the massive stealth-penalty heavy armor would mean. I just can't vision a master of heavy armor being completely useless at wearing light armor. I think this is a better way to go, and at the same time it opens up for another skill. Polearm, maybe?
Not that I think this matters, I'm sure the devs already has this figured out...