Author Topic: Living Weapons... Part II  (Read 2235 times)

The Gumster

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« Reply #15 on: March 21, 2004, 05:43:10 pm »
Quote
Originally posted by Dalec
A weapon is a weapon, it is a tool used for defending and attacking. Why do you want to make one with character?

you don\'t need talking swords.

i wasnt meaning that it was alive it just grew according to danger et cetera, it was a magic sword/dagger

you cant see it with your eyes, hold it with your hand, like the wind it covers all land, this thing called love.
It can lift you up never put you down, take your world and turn it all around.
Ever since time nothings ever been found
thats stronger than love


The Spork Witch

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« Reply #16 on: March 21, 2004, 08:50:52 pm »
Anyone familar with the pencil and paper RPG from White Wolf called Werewolf: The Apocalypse will know this one.  In the game there are special weapons called \"fetishes\".  These weapons are imbued with a nature spirit trapped within.  It gives them magickal powers as well as makes them more powerful and durable.  One possibility for improvement over time could be that it becomes more effective against the types of creatures you fight most often, or perhaps in the case of armor of a similar nature offering better defence against the creatures you fight.  I agree it should be either very rare, or just make it extremely difficult to create.  But I think it could be very fun.  I do like the idea of it saying \"that thing\'s a waste of time, don\'t tarnish my steel.\"  And I don\'t know why you\'re saying it\'s giving warriors specifically familiars, why can\'t all classes have weapons like that?  I think the best way to do them would be to have it as a very high level skill in whatever sphere of magick covers enchantment.  It would definitely add some fun to high-level characters\' play.  Sides, how funny would it be to be in a tavern or something and seeing in the text box a warrior arguing with his sword and the sword arguing back?  I don\'t know about all of you, but that could prove quite amusing.
[COLOR=0000FF]Words corrupt; in thought lies purity[/COLOR]

SnowWolf

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« Reply #17 on: March 22, 2004, 12:10:38 am »
I think living weapons could be handled in the same way pets and familars are....


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SnowWolf

slabertooch

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« Reply #18 on: March 23, 2004, 04:08:05 am »
Another example of a post by a powergamer. I really don\'t see the potential benifit of living weapons, it also doesn\'t seem to currently fit the lore of ps. just an opinion though. not flame.
knowledge is power, but wisdom is a big stick with a bit of poo on the end.

zinder

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« Reply #19 on: March 23, 2004, 10:53:03 am »
I think such living weapons would be good. They can force you to a special behavior. For example an axe/sword which prohibits blocking and forces you to attack when fighting.
If nothing else they give more variety to the magic weapon weapon area.

 If you fear they might too powerfull, give them a good negative effect. For example similar to the soul reaver: If you make an attack with a living weapon, it eats some of your health. If you die by one of those bites, it will lower your maximum health or your weapon skill. Perhaps even your primary stats.

Vandel

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« Reply #20 on: April 04, 2005, 03:27:38 pm »
Quote
Originally posted by Dalec
A weapon is a weapon, it is a tool used for defending and attacking. Why do you want to make one with character? It doesn\'t make any logical sense, it wouldn\'t add anything to gameplay, it isn\'t realistic so it takes out immersion, and it what would it do? Just say things to you? It\'s a sword not a pet!


Wow, as mentioned this has some benefits for RP.  Many succesful systems have weapons that are imbued with character.  Not so much ones that talk, but really any form a spell added to a sword/weapon could exhibit some sort of an affect.  But they were usually in regards to alignment, ego checks.

But for somepart, mages concocted them in sense as guardians.  Take excalibur for instance, one of the most famous swords, it was forged with an intellect.  It\'s outlined quite exquistly in the Canteburry (SP?) tales.

With a sense of intelligence the sword could only be wielded by certain characters.  In the sense of excalibur, it could only be wielded by Arthur.

Mages were believed to imprint portions of their psyche onto items to impart portions of their wisdom to aid an apprentice.

Think of Disney\'s Fantasia.

Personally I think this belongs in every RPG.

Think of it like the law enforcement guns that are personalized to an officer.  Or in the mage sense, it prevented the weapon from being stolen, or misused.  The item was smart enough to know the difference.  And based on how smart it was, it would determine whether an individual with greater intelligence was able to wield the sword.

It could also add to quests, if some loses a weapon, it could be identified and returned to it\'s rightful owner.

Or could be so enchanted as to become a creature to guard a treasure or a location.  This has been discussed as well, and deserves further exploration.  This could also be used as a system to prevent lower level characters from getting their hands on smart weapons.

I see all kinds of effects that could be spawned from this.

A sword lays dorment, lost in a field somewhere by it\'s slain master.  A wandering adventure stubles across the scene as glint from the sun casts a gleam from an object.  Upon closer approach, the adventurer feels a slight sensation trickling through his mind.

\'hello\'.

Startled, the adventure steps back, sword drawn, in a position of engaard.  Glaring around, to see who is around, only to notice the fields are empty.  He steps forward, again, a gently murmur echoes, but faintly.

Curious, he slides his sword into its scabbard, kneels down on the ground.  He begins to dig.  As he does, the messages are becoming louder.

\'Who is there\'.
\'What are your intentions\'.

As the sword, is curious, it\'s been decades, the earth has overgrown.  It has nothing but its own thoughts all these years.  In the excitement of being found, doe what it can, as it senses a friendly aura abounding from the adventurer.

alright... you get the idea... blah...

So it turns out to be a sword imprinted with character, it\'s intelligent enough to carry on a basic conversation to determine whether it is compatible with its new user.

A simple dialogue could ensue.  There are loads of ideas, I would love to write up for combinations.  Of effects, but this would require some additional adjusments as brought up in other threads for alignment.

This has enormous potential.


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Jp-Rusty

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« Reply #21 on: April 05, 2005, 01:15:59 pm »
what i wreckon a game needs is heaps of different selections of weapons!
swords, axes, daggers, knifes, short swords, long swords, hammers, double axes, two handed swords, bows, longbows, shortbows, crossbows, wands, staffs, pole axes, spears, harpoons, ninja stars, spikes gloves, claws, darts, throwing axes and heaps more, u get the point im trying to say!
each weapon should have different powers
and there should be heaps of different types of those weapons. This is so no1 gets bored of the same old weapon and that they can always try different ones.

on a game called diablo the weapons have sockets that u can insert gems or runes into them wich make them have different powers like \'giving the player extra stats and skill levels and adding power to there attack, making them faster,  
and having advantiges on enemies, and lots more!:)
that would make every weapon be different.
And for those smithers that dont agree, i think that the higher smithing level the higher of a chance to change the weapons powers, and a chance of making the weapon with a socket:P
that always makes a game fun!

Atair

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« Reply #22 on: January 06, 2006, 02:00:23 pm »
I\'ve got an Idea for some kind of a living weapon:

How would it be if there was a real famous Smith who, as a reward for a real difficult quest once consents to craft a really strong weapon.
This weapon is something unique because the player decide its appearance and its skills (and if you want an \"NPC-weapon\" also its temper) by bringing the things the smith shall handle. The slash of the weapon is set by the weapon you bring.

The items you can bring are bounded on maybe 5 or 10 items (skills) because of too strong weapons otherwise.

for example:
you bring: A one hand sword
one rubin
(-> skill: smth like \"Fire damage\"
 -> appearance: the sword is basicly red
 -> temper: rage)

one glyph for a water spell
(-> skill: sword makes water damage or can cast this water spell
 -> appearance: a blue glance shine around the weapon
 -> temper: wise)

This is only the idea...i think its would be really nice if the \"higher\" players would have such a weapon thats completely made for themselves...this would be like you can make out some people just by their weapons.

atair

Cyl

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« Reply #23 on: January 06, 2006, 03:16:09 pm »
Quote
Originally posted by Ice_Phoenix
Guys you just don\'t get it. Have anyone of you played Soul Reaver or Blood Omen??? I think no.
I\'m not talking about living running talking flying dying crying ... weapons. I\'m talking about weapons that are bond to you, have some senses (danger sense e.g.), can become furious in battle but that\'s it. I don\'t want to bring up an NPC weapons no way. I just want weapons that can change a bit. I\'m so tired of weapons that just don\'t change (the same piece of magic steel in your hand one day after another)... On the other hand, it would be nice to have any weapons (CB come quickly...)


Soul Reaver, yep both parts. (only got through with the second one though)

Hmm I could well imagine a sword which has a slight glow according to the scenery it is in, and even a slight elemental effect. But anything else would seem ratehr overdone, in my opinion.
« Last Edit: January 06, 2006, 03:17:05 pm by Cyl »
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