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Old 06-24-2004, 04:20 PM   #18
Alice
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Join Date: Sep 2002
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My home mud (accursed lands - and note, not trying to pull this off as an ad, just an example of game features) uses all items as weapons. Basically, there's not 'wield' command, to use an items as a weapon, you just hold it.
All of the items not flagged as weapons, use the brawling skill (an all purpose combat skill for any non-weapon).

In regards to the original topic, AL has many weapons, and skills to go with them. Though many of the lighter weapons may not be as offensive or as reliable as say, a sword, or an axe, they make this up in the speed in which you can use them.

Using this example, any non usual weapon can be created - there just needs to be a possible change in the coding of weapons. Adding weight to speed, offensive to hits, and dodge to defense in weapon stats will create a whole new world to combat...but only if you can keep it balanced.

A staff, for example, would have good parry, increase dodge slightly, but would be pointless offensively. An axe would have an increase in dodge, large increase in offensive, but be a very heavy weapon and not be as quickly to swing as say a dagger.

This post would be better off in the coding forum, and possibly no help at all, though to me the original question seems to be more of a coding question than an RP one. In any mud, as long as weapon stats are clearly defined and weight-speed is a factor in their creation, then any weapon is possible. Hope this has been of some help.
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