Proposal for the implementation of Weapon vs. Armour rules for NWN2
Type
Other
NWN2Game
All
Description
Weapon vs. Armour rules were featued in the original 1st Edition Unearthed Arcana manual.
Example:
Ever wondered why a normal non-magical heavy flail or warmace is so effective against heavy armours? Thats right using weapon vs. armour rules the two handed mace would get a +1 vs. an armour type that would deliver usually a full 8 points of basic AC improvement.
The humble longsword is not quite as effective as you might imagine agianst a fullplate wearing character, but it works wonders against the peasants wearing nothing but cloth (+2 vs. AC0 Armour)
Players are therefore advised not just to carry around a mace to deal with skeletons and those with DR against slashing/piercing weapons, they have to carry one around to dent those plated knights too.
I am working on adapting the 1st Edition weapon vs. armour rules for use with NWN2, preferably without making every piece of armour simplistically having a DR against a certain type of physical damage.
DM's and Players alike will find that having to make a decision on which weapon to pull out of the bag to attack a foe gives life to both low magic worlds, as well as gives players a reason to see their character with weapons chosen for more than just their base damage class.
Anyone interested in helping with this project or having any knowledge of previous attempts to implement something similar, please leave a comment and i shall contact you by the information in your profile.
As an example i shall upload the slightly adapted weapon vs. armour tables as JPG.s including armour types all the Way from AC+0 to AC+10.
Many of the weapon types are not implemented in NWN2 but i shall follow up with a simplified NWN2 weapons list.
thanks bigfoot for the comments, i myself worked on something similar to what you described in NWN. The weapon vs. armour rules i posted are to do with "To-Hit" rather than resistance to damage. I shall be posting the NWN2 weapons-adjusted table soon on which the calculations will be made, many of the weapons are renamed since the glory days of 1st Edition. _________________________ Darkpowder.
Nelanther Tales NWN2 World - Link Founder
"Once upon a midnight dreary, while I pondered weak and weary, over many a quaint and curious volume of forgotten lore" - Edgar Allen Poe, The Raven (1845)
beh spelling mistakes, also you'd have to have a custom tlk for those 2da alterations i mentioned in order to see em properly in the toolset and ingame.
nice idea, started to do this with my old NWN module I tried to do a while back.
Thing is i dont think you can do it any other way apart from giving the armor a set property in the toolset for damage reduction although you'll have to alter the iprp_resistcost.2da and make some extra entries for 1/- 2/- 3/- 4/- so that you can give say plate 2/- slash 1/- piercing resistances and things like leather 1/- piercing resistance and so forth, since the basic 5/- is a little to much in my mind as it currently stands.
If you can do it per armor type through 2a's then that would be easier but i havent seen a way of doing it (Armourrulestats.2da doesn't) apart from the above.
I personnaly wouldnt give any armor greater than 2/- damage resistance simply because it'll outmode the barbarian 3/- damage resistance feat as well as some of the other class based damage resisance, and things like Adamantines 3/- damage resistance.
I just cant really see any other way of getting it in game, although you could use damage vulnerabilities and immunity percentages, say plate has a 25% reduction to Slash and a 25% increase to Blunt damage (although id also add some more finner increment values to the iprp_immuncost.2da since 10% is to low and 25-50% is to much of a jump)
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