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This is a bit more of an in general topic, apologies that my last topic ended up being a bit focused on my own class designs as in general, but this is something else I wanted to discuss that I think is a bit of a better, broader topic. Melee weapons. Assuming you're going for a traditional turn based battle system that doesn't use positioning mechanics beyond something simple like Final Fantasy's Front/Back Row system, something's always bugged me:

How do you properly make a Sword and Axe differ in function? Now, admittedly, the default skillsets in VX Ace try to answer this question by assigning specific skills to each weapon type, but in the end, their differences are minor at best. And again, this has always bugged me. It's much easier to make melee weapons of differing types actually different in a game that allows for it, IE, Dark Souls, but in turn based combat...What CAN you do? I've tried to think of ways one could make each weapon type have a bit more of a unique function, a-la Dragon Quest IX where each weapon has its own skillset, but my biggest issue with how DQ9 did it was that some weapon skills didn't make much sense.

I've had a few varying thoughts on how different weapon types could serve different roles in VX Ace, and I'm wondering if anyone else had their own ideas to discuss. So, without further ado...

SWORDS

Ah, the Sword. The staple of the RPG Hero. For as long as there have been Fighters, Knights, Paladins, Soldiers, or whatever JRPG frontline fighter you're using...There's been swords. At this point I'm pretty much convinced the best way to implement swords in a turn based system is to have them be the balanced choice. No particular strengths, no particular weaknesses, just simple and effective.

AXES

Because bigger, heavier, and sharper is better, right? I've never really figured out any one, perfect way to make axes work. I've seen a fair number of ideas, but I can't really find one that clicks with me personally.

Bleeding Damage: Skyrim had Axes offer the ability to DoT your foes via bleeding, meaning every swing did direct damage and over time. It does seem like a neat idea, but my only real issue: Most weapons can make things bleed. Why should only Axes be able to somehow cause extended bleeding?

Stronger But Slower: The most common solution I've seen. Make Axes stronger, but penalize AGI so they make you act slower in battle. A simple solution, but one that still leaves an issue with me: It doesn't really make the Axe specialize in something. It just makes you a slower, harder hitter.

Break/Lower Defenses: This is something Dragon Quest IX did with the Axe to make it a desirable weapon. One of its early skills, Helm Splitter, gives the user a chance to lower enemy defense. This is one idea I like, though I feel like it diminishes the role of a dedicated support unit designed around debuffs and the like.

HAMMERS/CLUBS

These tend to have some of the same issues that Axes do. How do you properly emphasize the weight/crushing power of a warhammer and make it different from any other way of walking up and smacking someone?

Stuns: One idea that has some merit, but would need work to balance. While the idea of using a club/hammer to interrupt is a great idea, how does one keep it from becoming a crutch/stunlock tool? And assuming you make them heavier via an AGI penalty, how do you make that stun even useful?

Blunt Impacts: A fairly common solution I've seen is to make these weapons inflict Blunt/Crushing damage, versus slashing/piercing/etc that you'd see on Swords/Spears/Arrows. Probably the most practical/easy solution I've seen to the dilemma, personally.

SPEARS

Made rather iconic as an RPG weapon thanks to Final Fantasy's Dragoons if you ask me. That said, Spears are another tricky one considering they're made to allow a user to attack from a distance, and rely primarily on thrusting attacks. So how does one make this long range poker work?

Defensive Option: While Dark Souls may not be turn based, it offered a rather interesting quirk for Spears that other weapons couldn't do. The ability to attack while your guard is up, essentially 'safe poking' a foe. Through some state manipulation, I could see a player using a special attack with a spear that puts them into a guard state. But that alone feels like it wouldn't be enough to make the spear its own unique weapon type.

Back Row Pokes: If one's using a row mechanic, the simplest solution would be to allow spears to be used from a back row but not suffer a damage penalty. An option I'm particularly fond of as it offers the option to give a damage dealer some extra protection.

BOWS

Why even be in melee range when you can shoot someone from across the room? Though that brings in another question: if there's little concept of 'range' in a turn based battle, how do you make a bow unique? This is admittedly one I don't have a lot of ideas on besides the Back Row option from Spears...But then what does that give Spears over Bows?

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