Spider Stomper
Posts: 247
Joined: Monday, 10th November 2014, 21:32
Although the central place for design discussion is ##crawl-dev on freenode, some may find it helpful to discuss requests and suggestions here first.
Spider Stomper
Posts: 247
Joined: Monday, 10th November 2014, 21:32
Tomb Titivator
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Joined: Thursday, 3rd January 2013, 20:32
Slime Squisher
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Joined: Thursday, 12th June 2014, 06:56
Tomb Titivator
Posts: 909
Joined: Thursday, 3rd January 2013, 20:32
Slime Squisher
Posts: 377
Joined: Thursday, 12th June 2014, 06:56
Tomb Titivator
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Joined: Thursday, 3rd January 2013, 20:32
ion_frigate wrote:the division between heavy swords meant to penetrate armor and light swords meant to attack unarmored foes is a good one
tedric wrote:ion_frigate wrote:the division between heavy swords meant to penetrate armor and light swords meant to attack unarmored foes is a good one
Except that's not the distinction Crawl's mechanics make: Enemy AC doesn't affect stab bonus damage (according to LearnDB), so a "light" short blade is just as good for stabbing a heavily armored foo as an un-armored one; and adjusting for base damage, normal attacks with a "light" short blade and a "heavy" long blade are affected by enemy AC in exactly the same way.
Tomb Titivator
Posts: 909
Joined: Thursday, 3rd January 2013, 20:32
short blades -> stabbing blades
long blades -> cutting blades
dagger -> knife
short sword -> dagger
quick blade -> ice pick
cutlass -> do we really even need cutlass anymore, i mean let's make the captain's cutlass a long/heavy/cutting blade already, or make it a rapier again and bring back the base stat override if we have to
Dungeon Master
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Tomb Titivator
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ebering wrote:It never ceases to amaze me just how vigorous and long winded the tavern can be at bikeshedcrafting.
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