Thrawn wrote:Just to add some additional insight into my though process:
1) I like tradeoffs. I hate gold being the only balancer of what's best. I assume everyone will have the "best" weapon fairly quickly anyway. So for example, right now I hate the greatsword. It's better than the great axe, with no drawbacks other than cost. I do like the fact that if you want 4 attack dice, it can only be done with a two handed weapon. The flail is another item I'm questioning right now, although it at least has tradeoffs with the longsword and crossbow. Longbow also is an issue for me. No downside to that weapon other than price.
This is a good point. I think expense would work better as a balancer if the money system were reworked, but that is a big restructure. What I mean is, if spending gold coins was a fairly even choice between a weapon upgrade and some other benefit such as a skill/ability, then the tradeoff would be not attaining the other ability first. This might be achieved if skills/abilities were costed at a comparable level to weapons and Quest rewards were slashed. That's a fairly complex set of adjustments, so it's easy to see why tradeoffs within a weapon build would be desirable as a default solution.
I think AHQ offers a possible answer for the greatsword. Make it dependent on the wielder's strength, which is another way of saying a Hero needs a minimum number of starting Body Points to use it. I'd set the number at 9. Your skill system would work well with this, as a Dwarf or Barbarian could buy a BP upgrade or two and achieve this (or is a Dwarf already prohibited from using it?). If the strength requirement isn't met, the weapon functions below its full Attack Dice, which makes it a battle axe with reach if it starts with 5 AD. If it instead starts with a more sober 4 AD, then it is bumped down to the same power as a longsword. Of course, even without the skill system, certain artifacts also provide the needed strength/BP boost. Unfortunately for Warhammer sensibilities, an Elf is still left a little short. Maybe a +1 BP increase could be made available as a general skill, and a second +1 BP could only be gotten by the Dwarf and Barbarian using the Toughness skill. Now an Elf can eventually swing a Greatsword (with Elven Bracers)--they have nothing but time, anyway.
I think the huge benefit of attacking from a distance with the longbow (and crossbow) needs a drawback, as well. My preference is assigning a cost to expendable ammunition, which will remain a drawback (though this lessens over time). Assigning a -1 AD penalty for moving and shooting in the same turn is another option. A more sever restriction is to prohibit movement and firing in the same turn (this is more Hero Questy to me). These ideas aren't really new, but they are there to choose from.
Thrawn wrote:3) In tandem with the advancement system in another thread, I'm wondering if some weapons that are "better" should require a skill to use.
Yes--like the BP skill mentioned in point #1. Another could be allowing a Hero to use an overly large weapon otherwise prohibited if the strength requirement is met. A Dwarf could spend the coin to use a Greatsword, and monstrous spiked-clubs, maces, or battle axes could also be added (I've seen some cool Barbarian minis with huge battle axes). I'd say a longbow skill would be justified here, as well. But you probably are already thinking about that.