I've mentioned Weapon perks before, but I thought it warrants a more in-depth explanation.
What are these exactly? In short they'd be similar to character feats (D&D) or perks (Fallout), only attached to a weapon (not all of them would be beneficial, however), e.g.
1) Harder to parry against (Flamberge);
2) Tiring to use (Greatswords);
3) Light (Smallsword);
4) Can misfire (Firearms);
5) Can be concealed (Daggers);
6) Ignores armour (Firearms);
7) Increased critical chance (Rapiers).
How would it be decided which weapon has which perk? Here are a few methods :
1) Some would be attached to a certain weapon type (or subtype) automatically, e.g.
- all weapons categorized as Greatswords would have the Tiring to use perk by default. Flamberges (being a subtype of Greatswords), however, would additionally possess the Harder to parry against perk.
2) Others would be a result of training (or lack of one), e.g.
- a character proficient in the use of Greatswords ignores the Tiring to use perk attached to them;
- someone not skilled in the proper use of rapiers can't exploit the Increased critical chance perk they possess;
- a particularly skilled combatant can add perks to a weapon, e.g. adding the Harder to parry against perk to rapiers.
3) Crafting could add or remove perks, e.g.
- forging a Greatsword from a rare metal results in removing the Tiring to use perk from it;
- conversely, crafting a weapon from poor quality materials could add a detrimental perk to it (or not add the default beneficial one).
Perks would also allow the players to quickly asses weapons' strengths and weaknesses.
Edited by Karranthain, 03 March 2013 - 05:15 AM.