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RPG Laboratory

Weapons and Strategies

Each weapon type must be individually developed in skill, which spans from 0 to 5. Weapon types are grouped by similarity in technique, thus "longsword" encompasses the traditional longsword, hand and a half sword, zweihander, claymore and estoc as they all utilize sweeping two-handed strikes and half-sword techniques, although some may favor certain techniques over others (estoc favors thrusting).

Each weapon has its own unique numerical makeup of attributes, which makes them ideal for certain situations. The attributes of weapons (melee) are as follows:
Speed - In a melee exchange, speed determines who rolls first. This is important because if both combatants are successful, the highest speed gets counted first and may negate the opponent's attack. Speed also offers a DR (dice rank) bonus for certain skilled maneuvers, such as follow-up attack and counterattack. Unfortunately, rapiers of the time period were not designed to fight in double time, but an unarmed attack or a parrying dagger has a sufficient speed rating to capitalize on these maneuvers.
Maneuverability - This attribute represents how dextrous the weapon is. Weapons with a high rating in this attribute will receive a bonus to make an active defense, to open an opponent's guard and possibly disarm him, and to make a covered attack.
Range - Every weapon has an ideal fighting range which makes it important to jockey for position during a melee. When facing a (sufficiently) longer weapon, you must first successfully break the distance, otherwise your opponent will receive a free attack against you. Also, if your weapon is within range, but not an ideal range, you may receive a penalty to attack and defense unless if you have developed a secondary-use skill for that weapon (e.g. half-swording). You must successfully break the distance or give ground in order to shift melee ranges.
Lethality - Your weapon's lethality affects your degree of success for the attack. Under standard conditions, a roll of 1 is a critical success, 2 a moderate, and 3 a minor. However, with a highly lethal weapon, such as the zweihander, a roll of 2 may count as a critical and the range of success may even expand to a roll of 4. With weapons of low lethality, such as the fists, range and degree of success may be negatively affected.
Armor Penetration - In Renaissance times, certain armors have the capacity to completely negate the effects of many weapons. Therefore, especially during actual battles, the armor penetration value of your weapon is a large factor in your survivability against men-at-arms. A weapon that receives an armor penetration bonus incurs a dice rank penalty upon the opponent's armor check when he is struck, increasing the odds that he will receive a damaging or lethal blow.

As you improve in skill with a weapon type, you will be able to use skilled maneuvers, which are general tactics and extra combat options that may help you gain a superior position. There are about 5 maneuvers available, and include:
Counterattack - When you attempt the technique, your opponent receives +1 DR penalty against you, and if his attack fails (by a reasonable amount), you may make any standard attack against him, adding the speed bonus of your weapon. Even if your weapon doesn't receive a speed bonus, counterattack allows you to have an aggressive defense as opposed to the standard defense option, which only allows you to ward off attacks.
Open Guard - Represents a good feint or using your weapon to deflect the opponent's line of defense. Roll attack, adding your maneuverability bonus. If successful to any degree, you receive a follow-up attack and may choose for it to be modified by maneuverability instead of speed (or simply choose a minimum -1 DR bonus). Also, your opponent’s shield won’t factor into his armor check. A critical success results in your opponent being disarmed, but if you're using a shield to open guard, the opponent instead gets pushed to the ground 1 distance increment back.

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