[Outline] Weapons and Power Fantasy

I did a smaller topic on power fantasy already, as well as another outline regarding Force related skills. You can find that outline here: [Outline] Potential Force Design

This outline is an overview of current weapons, and where we can fit both additional lateral adjustements (Power Fantasy / Flavor) as well as straight up power increases / defining features.

This outline does not deal with Blaster Pistols and Blaster Rifles, though the latter might need a little something more. These both seem quite strong and in a properly niche carving, though it will deal with some Perks that need not be specialized per weapon line.

This outline assumes changes across the board (Or assumes certain stats work a certain way, if they do already) and links will be provided as they are written up.

A. Consolidating Perks

The following perk lines do not need to be separate per weapon line.

  1. Two Weapon Fighting - Ambidexterity - Improved Two Weapon Fighting
  2. Point Blank Shot
  3. Weapon Finesse

merely require a player meeting one of the Skill Ranks to qualify for them.

Two Weapon Fighting - Lightsaber, One Handed, Twinblade

Point Blank Shot - Any ranged weapon, be it Blasters, Heavy Weapons (to be implemented), etc.

Weapon Finesse - Lightsaber, One Handed, any that may be added.

B. On the concept of Low Impact Power Fantasy

You can read more of my thoughts and rationale here: [Feedback/Suggestion] Low Impact Power Fantasy

Each section on weapons will include a ‘Low impact power fantasy’ aspect. Something that ultimately matters little in high stakes scenario (Duels, spread engagements, etc), but solidifies a certain identity associated with the weapon type.

This includes feats such as Cleave, Whirlwind, Spring Attack, etc that have little practical value outside certain scenarios, and definitely not “Hit the other guy while the other guy tries to hit you”.

As of such, this overview will drastically reduce the cooldown of provided abilities, and rebalance them around this assumption of more frequent use.

C. One Handed

Before we start with one handed, lets talk about how divided its perks are. Currently there are blunts, strength swords, dex swords. We’ll aim not only to trim this down to two, but make the two distinct. These are simply:

Front Line: Strength one handers
Skirmishers: Dexterity one handers

These will still both use one handed as a single skill advancement, but the perks inside will ideally be mutually exclusive. Having both lines of perks is a matter of flexibility, and not stacking power, while also trying to avoid redundancy.

Primary: Strength
Secondary: Dexterity

Frontline
Utilizes Batons (Blunt class) and Strength based Axe/Blades

Perks
Proficiency, Weapon Focus, and Improved Critical are unchanged, and merely include the above weapon classes together.

Bash
Ranks: 3
Total SP Cost: 12
Learned at: 5, 25, 50
Cooldown: 30 seconds.
Delivers a special attack, dealing 5/10/15 + 1/4 Strength modifier as bonus damage, and reducing the target’s Attack Bonus by 2 / 3/ 4 for 12 seconds.

Linebreaker
Ranks: 3
Total SP Cost: 10
Learned at: 10, 25, 40
While wielding a Frontline weapon, gain the following as perk rank increases.
1: +2 Enmity
2: +3 Enmity, Dash
3: +4 Enmity, Spring Attack

Skirmisher
Utilizes Finesse weapons, such as Rapiers, Daggers, Katanas, and others.

Perks
Proficiency, Weapon Focus, and Improved Critical are unchanged.

It’s All In The Wrist
Ranks: 1
Total SP Cost: 0
Learned at: 1
Alters One Handed to Dexterity Primary, Strength Secondary.

Sneak Attack
Ranks: 6
Total SP Cost: 20
Learned at: 5, 15, 25, 40, 55, 70
When Flanking opponents, gain +1/2/3/4/5/6 Attack Bonus and deal + 1/4 Dexterity bonus damage to the target. Requires a Weapon capable of Weapon Finesse.

Called Shot
Ranks: 3
Total SP Cost: 10
Learned at 10, 20, 35
Cooldown: 48 seconds
Inflicts the target with a 20% slow for 6/9/12 seconds. You are considered flanking the opponent for this duration. Requires a Weapon capable of Weapon Finesse.

Opportunist
Ranks: 2
Total SP Cost: 8
Learned at: 15, 45
1: Grants the Opportunist feat.
2. Attacks of Opportunity always treat you as Flanking the target.

D. Shields

Shields will become a more active part of an adventurer’s repotoire, as they currently just provide passive bonuses, even on the perk line. This makes their bonuses unreliable, and generally not worth investing into. We fix this by adding a valuable tool to its kit, that we in turn moved from One Handed Blunt. Knock Down.

Primary: Constituion
Secondary: Strength

Perks

Duelist
Ranks: 4
Total SP Cost: 12
Learned at: 5, 15, 30, 45
When wielding a one handed weapon, and nothing in the off hand, you are treated as if you’re holding a shield, gaining +0/1/2/3 Shield Armor bonus.

Deflector
Ranks: 1
Total SP Cost: 0
Learned at: 0
You can only equip Light Shields. Shield stat progression becomes Constitution Primary, Dexterity Secondary.

Shield Expulsion
Ranks: 5
Total SP Cost: 20
Learned at: 5, 15, 25, 40, 60
Cooldown: 48 seconds
You invoke a melee knockdown on the target for 3/3/4/4/5 seconds. For 12 seconds, you gain +1/2/3/4/5 Attack Bonus. You must be holding a shield.

Shield Slam
Ranks: 3
Total SP Cost: 10
Learned at 10, 30, 50
Cooldown: 18 seconds
Delivers a shield strike based on shield type.
Duelist / Light: 2/4/6 + [Shield AC] damage to primary target.
Heavy: 1/2/3D6 + [Shield AC] damage to primary target.
Tower: 1/2/3D4 + [Shield AC] damage to nearby targets.

E. Twinblades

Compared to standard Two Weapon Fighting, twinblades are almost always presented as the one vs. many weapon of choice. Seamless transition between attack and defense, often in a simultaneous motion, has created the imagery of a warrior who is as at home against one opponent as they are against two, three, or more.

Primary: Strength
Secondary: Dexterity

Perks
Proficiency, Weapon Focus, and Improved Critical are unchanged.

Twinblade Mastery
Ranks: 2
Total SP Cost: 12
Learned at: 60, 90
Grants Greater / Perfect Two Weapon Fighting.

Cross Cut
Ranks: 5
Total SP Cost: 20
Learned at: 5, 15, 30, 50, 75
Cooldown: 45 seconds
Deal weapon damage + 3/6/9/12/15 damage to enemies around you, and inflicting Breach upon them for 3/5/7/9/12 seconds.

Whirlwind
Ranks: 2
Total SP Cost: 15
Learned at: 15, 45
Grants Whirlwind / Improved Whirlwind with Twinblades.

F. Two Handed

Two handers are brutes. That’s how we know them, that’s how we see them. Subtle as a sledgehammer. They’re all about hitting hard, and while some know the value of restraint and defense, most are happy to toss that out to cleave through hordes of hutt cartel trash.

Primary: Strength
Secondary: Constitution

Perks
Proficiency, Weapon Focus, and Improved Critical are unchanged. Two Handed now just folds Polearm into itself.

Massive Weaponry
Ranks: 5
Total SP Cost: 20
Learned at: 5, 15, 35, 55, 80
Grants +1/2/3/4/5d6 Massive Critical. Axes and Polearms gain d10 instead.

Cleave
Ranks: 2
Total SP Cost: 8
Learned at: 10, 30
Grants Cleave / Great Cleave

Shock and Awe
Ranks: 3
Total SP Cost: 12
Learned at: 5, 25, 50
Cooldown: 45 seconds
Deals 5/10/15 + 1/4 Strength damage to enemies around you, and reducing their damage by 3/6/9 for 12 seconds.

G. Martial Arts

Quick, brutal, efficient, and versatile defines the Martial Arts we see in the Star Wars, but above all else, while they lack of the punch of a vibrosword, the range of a blaster, or the spectacle and ferocity of a saber wielder, the endurance and durability of a martial artist give them the greatest staying power.

Primary: Strength
Secondary: Dexterity

Perks
Proficiency, Weapon Focus, and Improved Critical are unchanged.

Ki Mastery (Replacing Chi)
Ranks: 3
total SP Cost: 10
Learned at: 5, 15, 30
When using Unarmed or Power Fists, gain +1/2/3 HP and 1 FP when landing attacks.

Flurry of Blows (Replacing Circle Kick)
Ranks: 1
Total SP Cost: 3
Learned at: 15
Gain an additional Attack at highest BAB, but all attacks suffer -2 to hit.

Ki Strike
Ranks: 5
Total SP Cost: 20
Learned at: 5, 15, 25, 40, 60
Cooldown: 30s
Deal +1/2/3/4/5d4 damage on a Martial Art attack, gaining the damage dealt as Health.

G. Saber Forms

You can read more of my initial thoughts in the linked Force overview for sabers here: [Outline] Potential Force Design

Here I will detail an example of a Saber Form perk line, using specifically Juyo. You can read more on Juyo here: http://starwars.wikia.com/wiki/Form_VII.

This example will attempt to replicate an equitable comparison to this implementation: https://strategywiki.org/wiki/Star_Wars_Knights_of_the_Old_Republic_II:_The_Sith_Lords/Forms

Form VII: Juyo
Ranks: 7
Total SP Cost: 40
Learned at: 5, 10, 20, 30, 45, 60, 80
Requires Lightsaber in the Main Hand.
1: Grants the Juyo Stance. Increase Damage by 2 and decreases Armor Class by 2.
2. Grants Juyo Dodge. While in Juyo Stance, you gain +2 AC against your current target or your last target.
3. Juyo Stance Penalties, Bonuses, and Dodge increase to 3. Reduces damage and duration of Force powers by 20%
4. Juyo Stance grants 10% bonus movement speed.
5. Juyo Stance penalties, bonuses, and Dodge increase to 4. Reduces damage and duration of Force Powers by 30%.
6. Juyo Stance grants +1 critical threat range. Juyo Stance’s movement speed bonus increases to 15%.
7. Juyo Stance penalties, bonuses, and dodge increase to 5. Reduces damage and duration of Force Powers by 40%. You gain 1 additional attack per round at highest Base Attack Bonus.