1. Weapon List. This lists all the weapon types that should be included for this time around, all available in various materials. The different weapons have different properties that make them more effectively used in different styles of combat (which would tie into a fighting style system.)
There are some things to keep in mind here: Heavier weapons will obviously do more damage, and be more slow. Longer weapons also tend to be slower and heavier, but trade it off by having more range. Weapons can either focus on inflicting blunt or goring damage, which work better against certain enemy types (a hammer works better on a skeleton than a sword would). In addition, some weapons can favor either swinging or thrusting. Swinging weapons tend to have a wider lateral range, hitting in an arc. Thus, swinging weapons cannot be dodged by strafing, and need to be ducked, jumped, or blocked. Thrusting attacks have more range than a swing, but also require more precision, due to the absence of a strike arc.
Swords: Skill here is based on your Blade skill.
Dagger - Small, pointy, double-edge blade. Made primarily for stabbing, but can also do some slices pretty well, too. Very quick, with low damage capability and short range.
Knife/Tanto - Small, single-edged blade. This one is more suited for making slits. Because of this, knives actually can strike a bit more quickly and fluidly than daggers, but also suffer from a shorter range in some cases.
Short Sword - Your average short sword. equally good at slashing and stabbing; has a generally good balance of damage, range, and speed.
Wakazashi - This short sword is geared more toward slashing. They're a bit lighter than short swords, do a bit more damage, but are also limited in their range.
Cutlass - Basically, a heavier Wakazashi. Has the same range, more damage, but less speed. Is also swung.
Broadsword - A sort of average sword; can slice and stab well, has a medium range and some pretty nice damage, but is also a bit slower than the short sword.
Rapier - A thin blade made mainly for thrust attacks. Has great range, fair damage, and fast attack speed. Because it's thrusting, though, it suffers from being somewhat easy to sidestep.
Saber - The rapier's counterpart. It's a bit heavier, and has less range, but does good damage regardless, and still has quite an impressive attack speed. This weapon takes swipes instead of thrusts.
Longsword - Ah, the good old longsword. It can slice just fine, but has a bit of a stabbing affinity; longer range and more damage, with just slightly less speed than the broadsword. The broadsword and longsword weigh roughly about the same.
Katana - The longsword's counterpart. It's the opposite of the Longsword, in that it does have some stabbing ability, but mainly focuses on slices. Some fighting styles prefer to use the Katana with two hands; with such a style, the katana's speed and power effectively double!
Urumi - Now this is a very cool real-life weapon; the urumi is an indian whip-sword; it has several thin, flexible, and razor-sharp blades. It's a very advanced weapon to use, and as such, can only be used by experts of the blade. However, the benefits to using this sword are quite numerous; the urumi is lightweight, has excellent range, is fast, and does decent damage. Styles that use the urumi usually favor using slices to drive away multiple opponents.
Greatsword - Probably one of the most gimped weapons in Oblivion, the Greatsword is back in action; it has a slight slicing affinity (it would be very unwieldy to try and deliver a stab with this thing, really), and does loads of damage. Has a great range, and is actually quite fast for being so heavy! Of course, it's two handed, so one can't use a shield with this weapon.
(Of note, a way to balance out two-handed weapons: As it is, nobody wants to use them in older installments because there's no real advantage; you lose access to your shield, you can't block properly, sneak attacks don't work, you attack VERY slowly, etc. Out of all the problems, though, the inability to really block attacks effectively is what truly breaks the two handed weapons. Thus, I suggest a slight blocking tweak for weapons; only shields can truly block an attack. However, if you don't have a shield, your block will be traded out for a parry, which can deflect enemy attacks for no damage and sometimes badly stun your opponent! The downside is that you have to time your parry correctly. With a high enough block skill, your parry can actually become a damage-dealing counter attack! Thus, basically, to opt to drop the shield will actually potentially provide better defenses in melee combat, providing you can time your blocks correctly. Anyways...)
Dai-katana - Yeah, yeah. It's the greatsword as a katana. This one is limited only to slices; it cannot stab whatsoever. You are also forced to use it with two hands. The Dai-katana attacks a bit quicker than the Greatsword, but also suffers from a shorter range.
Zweihander - The big daddy of all swords. It's roughly the same length as the greatsword, but much thicker. That said, it strikes at the same range, but for a much bigger punch. Unfortunately, it's also quite sluggish. It's high weight and great power makes it an ideal weapon for high-strength characters (a high strength character, naturally, would be able to swing weapons faster, no?)
Axes: Skill here is based on your Hafted Weaponry skill
Hatchet - A very short, single handed axe. It's actually more of a tool than a weapon. That said, it has very short range, a decently quick attack rate, and some decent damage; it's actually a middleweight weapon to be precise.
War Axe - Single-bladed one-hand axe with a longer haft. A little longer range, in exchange for a bit of speed drop in comparison to the hatchet.
Longbearded axe - This axe model is lighter than that of the war axe, but about the same size. As a result, it does just a smidgen less damage, in exchange for more speed. Same range.
Battle Axe - The big, two-bladed axe we know and love. It's actually quite short ranged for a two-handed weapon, and because of that, it actually strikes pretty fast and does a lot of damage!
Long-handle Battle Axe - Basically, a battle axe with a longer handle; wielded with the hands spaced further apart. This battle axe, depending on the fighting style used, can either opt to have an even shorter range and higher damage than that of the battle axe (widely spaced handling), or for a much longer range with a much slower swing (close spaced handling). It's a pretty powerful weapon, nonetheless. Just the kind of weapon I could see a berserker using!
Polearms: Skill here is based on your Polearm skill
Spear - Undoubtedly the lightest two handed weapon. It has a gigantic thrusting range, average speed and power. Pretty good at keeping enemies at bay.
Halberd - A heavier polearm, which can deal both stabs and slices with its axe head. Slower than the spear, but gains a bit of damage in the process.
Glaive - Lighter than the halberd; similar damage and also a quicker strike, but it has no stabbing capabilities.
Lance - A somewhat awkward weapon to be using on foot. This is basically a very heavy spear; can only do thrust attacks, is slower, but has a bit more range, packs a lot more punch. It can be used to some effect on foot, but really shines when used to charge at enemies on horseback.
Lucerne Hammer - Our first blunt weapon! A swinging one, nonetheless. It needs mass to be effective, and as a result, it's a bit slow, but also does more damage than the halberd.
Quarterstaff - This blunt weapon is just a tinge heavier than the spear. It does pretty terrible damage, and has shorter range, but it attacks very quickly, and is ideal for parrying. Some of the fighting styles adapted to the quarterstaff are actually very powerful.
Blunts: Skill here is based on your Hafted Weaponry skill
Mace - Classic mace. Has the same range as the war axe, but is also heavier; as a result, it does more damage, but has less speed.
Flanged Mace - This sort of edges on slashing damage... Maybe... But anyway; the flanged mace is specialized to pierce heavy armor. It weighs about the same as a normal mace and has the same speed and range, but does more damage.
Flail - This is a pretty fantastic weapon; it can swing up to build up damage. It's got moderate speed and good damage capabilities, as well as better range than the mace.
Warhammer - One of the heaviest weapons. It has decent range and does monstrous amounts of damage, but is also ponderously slow.
Maul - The heaviest weapon out there; a huge, spiked, two handed club that is just made to crush skulls down. Has better range than a warhammer, is slower, but does tremendous damage to enemies.
Punch: Skill here is based on your hand-to-hand skill.
Knuckles - The lightest blunt weapon available. Also the only blunt weapon to deal out attacks in thrusts instead of swings. They're extremely lightweight, and pretty much have the same attributes as your fists in terms of speed and range.
Nunchaku - A lightweight blunt weapon; sort of a super-baton. Anyways, Nunchaku have some really bad range, and do moderate damage for this weapon category. However, with some proper skill, nunchaku strike lightning fast.
Katars - Very fancy punchblade weapons; they have a comparable speed to that of your fists, but have extended range. It's significantly better at doing thrusts than swipes.
Claws - Lighter than katars, and focus on doing swipes. They do lower damage than katars, and have a shorter range, but can swing quite fast.
Ranged: Skill here is based on your Marksman skill.
Darts - The lightest ranged weapon available. Darts can either be thrown or loaded into a blowgun. Either way, they fly very fast and do low, low damage. They are ideal for poison application.
Shuriken - A light ranged weapon. Shurikens, or stars, are thrown out with a very quick flick, and can be thrown rapidly. They fly fast and quite straight, but suffer from low damage. Skilled users of shuriken can throw out multiple shurikens in a single swipe.
Throwing Knife - Another fairly light weapon. Does more damage than the shuriken, but has a bit more prominent of an arc to its throw, meaning it flies a bit slower. Like shurikens, throwing knives can also be thrown in groups.
Throwing Axe - One of the heavier thrown weapons. Unlike the previous throwing weapons, this one can't be thrown in sets. Throwing axes have an extremely prominent arc, meaning their range is very short. However, they do lots of damage!
Javelin - The heaviest thrown weapon. The javelin is basically a somewhat light standard spear, thrown with one hand. Javelins actually fly farther than thr throwing axe, since they're more aerodynamic, and also do around the same damage. However, they're big and unwieldy, so not many javelins can be carried at once.
Bow - Just your average bow; made of one substance throughout. It does alright damage, has shots that arc pretty prominently, and can fire shots out quite fast. Of course, each shot needs to be pulled back by holding down the mouse, but it's still the quicker of the two heavy-duty ranged weapons.
Recurve Bow - A bow that curves away from the archer at the ends of the bow. The result of this engineering manuver is that the bow has more power; fires faster shots that do more damage and go farther.
Composite Bow - A more expensive alternative to the basic bow. It has even more power, and also weighs less. By default, composite bows also have a recurve in their design.
Crossbow - The crossbow is the heavier of the two heavy ranged weapons. The crossbow's advantage over the bow class is that its bolts are fired very fast for great damage, have no discernable arc, and are lightweight for easy ammo carrying. However, the weapon itself is very heavy, and in addition, the crossbow takes a long, LONG time to reload. Whereas the bow works by charging up a shot by holding down the left mouse button, a single click will fire off the crossbow.
Repeating Crossbow - This model of crossbow overrides one of the two main disadvantages of the crossbow by adding a repeating fire system to the mix. It doesn't fire anything like a machine gun, but it still doesn't need as much time to reload. It's even heavier than the crossbow, however.
Improvised/Civilian: Skill here is based on various different skills. These are all very weak weapons; have no alternate material types, do sub-par damage, and are generally not worth a lot to stores, either (since most are mainly daily implements). There are a few fighters that specialize in making techniques that focus on the usage of improvised and civilian weaponry.
Stone - Yeah. It's a stone. It's a really lame thrown weapon that lightly damages the enemy. A lucky shot might stun them, but don't count on it. Prominent arc, low range, and low damage. It's the only ranged weapon that does blunt damage. Stones can also be used as melee weapons. In that case, they're goverened by the hand to hand skill instead, and act like very weak knuckles.
Baton - A weapon that's usually used by bouncers; counts as a hafted weapon, and it's very light. It strikes quite fast, but has terrible damage and range. Like fists, they also do some degree of fatigue damage.
Sickle/Kama - This little farmer's tool counts as an axe/hafted weapon. Out of all axe weapons, this one has THE worst range. It does average damage, but also strikes very fast. Some techniques do have some things to improve the sickle's guarding capabilities.
Scythe - Another farmer's tool; basically a longer Sickle. This weapon counts as a polearm, but has a pretty short range (since you need to draw things in to really do damage with a scythe). It's unique property is that enemies hit by this weapon will not be knocked away, but will be drawn in closer to you. It's speed and damage are average.
Pitchfork - Yet another farmer's tool. This one is basically a mediocre spear.
Pickaxe - A cruddy waraxe. The pickaxe does have a benefit; it's cheap and it does good work on rocks. Granted, every other weapon can also break through rocks, but it does some pretty terrible damage to the weapon in the process. As a result, pickaxes are ideal for digging through rocks on their own.
I think that's about it... It's a BIG list, yes.
2. The brawler's faction! This faction is a bit of a modification of the Arena faction from TESIV: It takes the base premise of fighting other fighters under supervision, and changes two key elements:
A: It's not a fight to the death. Instead, the goal of a fight in the brawler's faction is to either get the opponent to surrender to you, or to knock them out by depleting their fatigue. If they're downed for more than 10 seconds, or knocked out three times in a round, the round is yours. Winning a match nets you some extra gold and potentially rise in the rankings (which are dynamic; there might be a different grand champion each playthrough), whereas losing one causes you to lose gold and fall in the rankings. This all plays directly into the next big point of the brawler's faction...
B: There are no weapons, armor, magic, or potions permitted in a brawl. In a match, all you bring with you are your fists, and whatever outfit you might want to make up, whether it be a simple pair of pants, or a team uniform. As long as you have an armor class of 0, are using your fists, and don't use a single spell or potion, you will be permitted to fight. If you do accidentally use such items, you'll be disqualified for the match (not the entire guild, just the match.) Because of the nature of bare fists, a fighter is usually not expected to outright kill an opponent (if that does manage to happen, the killer will be disqualified from the guild. However, it's usually not a problem, because the referee will either spot the opponent's low health, or the enemy will surrender before he dies.) and will instead knock out his fatigue, thus obtaining a knockout on them.
The faction usually draws in members at pubs, and its operations usually go on in the back rooms of various pubs they are allowed to operate in. Joining inserts you into a local brawling league, with you starting out on the bottom position. Winning matches will allow you to rise in rank until you're at the top of the local league, at which point you'll advance to the provincial league, which encompasses the best fighters from three different cities and any other vilages that might also have brawling centers. Winning in the provincial league finally bolsters you up to the national league, where the best brawlers from each city will be pitted against one another. Whereas the other leagues were conduted in a simple ranking style, where you can challenge any fighter to a match to raise your rank at any time, the national league is one continuous tournament; keep fighting against each opponent until you reach the top of the tree, and challenge the grand champion. Winning against him will garner you his respect, the title of the grand champion, and the ability to hold matches to defend your title. Oh. And also an adoring fan.
Because of the fact you can't really die in the brawler faction, there is a chance you might lose against a challenger for the grand champion title! Of course, the best way to avoid this would be not to hold matches to defend the title; of course, doing that will cause your fame gained from the faction to steadily deplete until you make a comeback with a match.
Matches consist of up to 3 rounds, and are won by a best 2 out of 3 system; if you win two rounds, you win the match. A round can be won by either knocking your opponent out for 10 seconds, or knocking them out 3 times. You'll automatically win a match if the opponent surrenders to you. All matches are overlooked by a referee, who can use holds to keep you from beating an enemy to death, count out knocked out fighters, make sure you don't keep beating on their unconcious bodies, and supervise equipment, spell, and potion rules.
Rewards for each match range from rewards in gold, usually low for small league matches, and large for big league, medals, which sometimes have enchantments, and other times can be sold for a pretty fine fortune, and respect from trainers, who can help boost your hand to hand combat abilities.