Weaponmastery: Post this on the wiki?
However, since I've posted before on the wiki Crusader/Skald spell ideas etc. and got no response at all in the past, I figured I'd first post it here, make sure I'm on the right track or whether wiki editing is just going to waste my time. Also, I don't think I'm permitted to make a new category but I'm concerned that it'll just clog up the current Combat Maneuvers page and make it a big mess since its effectively a new interpretation based on the material already there.
Combat Weaponmastery
Related articles:
https://crawl.develz.org/wiki/doku.php? ... pon_reform
https://crawl.develz.org/wiki/doku.php? ... t:stabbing
What it does?
All weapons have positive passive abilities to make melee combat more varied. All are based on 1 skill.
The Benefits:
A) All bonuses are passive and beneficial {as dpeg requires}.
B) All bonuses integrated into a single skill. This is either 1 new skill, Weaponmaster, or they can theoretically be merged into Fighting. This makes things more newbie friendly and means you can still get benefits regardless of what the dungeon throws at you.
C) However, option (Mix with Weapon Skill Level) below gives you the ability to tie it to weaponskills as well.
D) Helps differenciate weapon types. Proposes 1 new {optional} variable for weapons in this case: Finesse. Each weapon-type has access to two abilities.
E) Gives diversity, but isn't outlandish, keeping with how Crawl already sees melee combat.
The Abilities:
All of these proposals can be mixed and matched. Feel free to reject individual elements. Some skills have multiple choices [type A or type B] precisely for this purpose.
Sneak Attacks (aka. Stabbing)
Applies to Short Blades, Club {Blackjack}. At Weaponmaster Skill 7, now also applies to Heavy Blade. At Weaponmaster Skill 15, now also applies to Hammer and Mace weapons {NOT FLAILS/WHIPS}
Obviously, extra damage, as it has always been, though perhaps toned down (don't know what its currently like in Trunk~ still playing 0.8).
Perhaps a (Weaponmaster)% chance of paralysing the foe for a single turn after attacking it whilst it was unaware.
Cleaving
Applies to Heavy Blades, Axes
TYPE A) (Weaponmaster x2)% chance to deal d[Weaponmaster] extra damage to an adjacent enemy after hitting (or missing) the first target.
TYPE B) On death of foe via relevant weapon, excess damage that took it into Negative figures is instead applied to adjacent foe with bonus d[Weaponmaster] damage added on top.
Hewing
Applies to Axes, Non-Stabbing Polearms
TYPE A) (Weaponmaster)% chance to deal d[Weaponmaster] extra damage on a basic hit. Boring but effective.
TYPE B) (Weaponmaster)% chance to inflict some kind of Bleed status. Works exactly like Poison, but RPois has no effect on it and it has a much shorter duration (d9 +1 turns).
Slamming
Applies to Hammers, ~Possibly~ Flails & Whips, ~Possibly~ Shields
This is invoked in the same way as reaching, making it the only "active" type ability added.
When it is invoked, though, there is a (Weaponmaster x 2)% chance of knocking back the selected target d2 spaces as well as {75% of standard damage, which always hits}
Skewering
Applies to Spears, ~Possibly~ Light Blades
(Weaponmaster)% chance to inflict the new Constrict status that is supposed to be in 0.10
Reaching
Applies to Spears, Polearms, Flails and Whips
This is already implemented in 0.10 if I'm not mistaken. I just propose including Flails and Whips to those that automatically have Reach, and including:
(Weaponmaster x 2)% chance of hitting the target in the way of your reach as well. (i.e. hitting two targets on a line)
Flurrying
Applies to Unarmed, Light Blades
(Weaponmaster / 2)% chance to give self Speed brand for d3 turns if the weapon has no ego {~possibly~ without the reduction in damage}
Parrying
Applies to Shields {Possibly ONLY Buckler}, ~Possibly~ Off-hand light blade
I know, no dual wield. And there isn't. Just a blade that acts like a shield (quite legitimate in real combat). Anyway;
Bonus to SH == (Weaponmaster / 2)
Riposte
Applies to Light Blades
After SH block success, gives (Weaponmaster)% chance to deal d[Weaponmaster] extra damage.
Specifically, ideal for a Rapier/Epee/Foil if such a weapon was added. Again, Parry with Buckler + use Stabby implement is a legit combat style and the namesake of swashbuckling.
Pursuit
Applies to all (?)
When a foe flees from you and was in melee before, gives a (Weaponmaster)% chance of dealing d[Weaponmaster / 2] damage before they escape.
Weapon Finesse (Optional)
Quite simple, this attribute. Its a value from -2 to +2, and this value is multiplied by 10, then added to the (Weaponmaster)%, giving a range from -20 to +20% chance of effects. So high Finesse weapons have a better chance of triggering their related benefit. This could allow for Daggers that exceptionally good for stabbing (aka. a Baselard, Poiniard) but have otherwise lower stats. Smaller spears have less chance of activiting the Reach Benefit. A Handaxe has less chance of hewing and cleaving. A swift blade is low finesse because its very fast.
Also, the Vorpal brand, to make it more respected among the other egos, can offer a 12.5% boost to the weapons base effects chance, identical to its current damage boost.
Mix with Weapon Skill Level (Optional)
Again, quite simple, whenever the above chance states (Weaponmaster)% chance or d[Weaponmaster] damage, make that equation into (Weaponmaster + Relevant Weapon Skill / 2).
I.e. Using a Spear, has Polearms 8 and Weaponmaster 10 = Has a (18 / 2 = 9)% chance of Skewering or activating the bonus effect of Reaching.
Therefore, activating effects relies both on this skill AND the innate skill with the weapon.
Using this idea makes it more tenable to use plain old Fighting in the place of Weaponmaster, if that is required.
Too many abilities? (Optional)
If its not wanted for a weapon to check for two different abilities each attack, just select one of them. This could be player choice so people can have their preferences, but if it is, a tiny description of what each does should be provided, obviously.
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Anyway, please post your comments, notes, own ideas, and outright disgust. If you like, use this thread in a similar way to the Generic Brainstorming thread once it has served its time.
EDIT: Slightly revised to make it make more sense if you've not read some of the primer!
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