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Weapons, Armor, and Helms





Weapon Selection: You may make a different weapon selection versus a light, medium, or heavily armored foe. Your warrior's foe may be wearing from 0 to 18 points of combined armor and helm weight. The definition of a light, medium, or heavily armored opponent is determined by you, by filling in the parameters. Any backup weapons will be carried regardless of the opponent's armor weight.

The armor weight of your foe is the total weight of armor and helm. Thus a foe wearing scalemail (weight 8) and a helm (weight 3) has a total armor weight of 11. Refer to the Weapons and Armor Chart for a list of armor and helm weights.

There are no restrictions on how you define the light, medium, and heavy armor parameters. To indicate that you wish to use a particular weapon selection versus all armor weights higher than a particular value, simply fill in the value of the lower bound and use a plus sign (+) as the upper bound.

On the example strategy sheet, Happy Slasher has chosen to define foes in light armor as those wearing 0 to 3 points of armor weight, medium armor as 4 to 10 points, and heavy as foes armored in weight of 11 or greater. For each of these categories Happy Slasher has chosen a different selection of weapons: a primary scimitar and off-hand dagger versus lightly armored foes, a broadsword and medium shield against medium armor, and a great axe versus heavily armored foes.

When choosing the weapons your warrior will fight with, there are several considerations to keep in mind. First, choose a weapon that is suited both to your warrior's fighting style and their attributes. Many weapons require above average Strength, Wit, or Deftness to wield effectively. Some large weapons also require a minimum Size to wield effectively. Refer to your Rollup Rules and the Reference Section of this booklet for helpful weapon hints. A good bet is to start off by choosing the classic weapon for your fighting style or one like it. If your warrior is unintelligent, don't choose a weapon that may require finesse to wield effectively. If your warrior is small or not strong, don't choose a weapon that is particularly bulky or heavy.

All weapons in the game vary substantially in their ability to penetrate different types of armor. You can learn more about this through a careful reading of the weapons and armor discussion in the Reference Section of these rules. Expertise at selecting weapons, however, will come largely through experience. At first, it's a good idea to identify one set of weapons that your warrior can use effectively, then seek to expand their selection versus differing armor weights as time goes on.

Your warrior will hold their primary weapon in their preferred hand, either their right or left. When selecting a primary weapon and an off-hand weapon, as well as backup weapons, remember to think realistically. If you load your warrior down with several large weapons, you may push the limits of their encumbrance capability, especially when you consider the additional weight of armor and helm. Figure that an average warrior (Strength 12, Constitution 12) can carry an average of 18 points of weapons and armor. More armor than this may tax your warrior's endurance and mobility; less armor may allow your warrior to fight longer and improve their mobility.

You will note that some weapons are two-handed. To select a two-handed weapon, fill in this selection in the space labeled Primary Weapon and leave the Off Hand Weapon space blank. Note that two-handed weapons (for example, a Halberd or Longspear) cannot be used in the off-hand or as backup weapons. If you instead opt for a one handed weapon for the primary hand, then you may also select another weapon or shield, marking the choice in the space labeled Off Hand Weapon. If you select a single handed primary weapon that is capable of being used two-handed, and you make no off-hand weapon selection, your warrior will automatically wield the weapon with two hands.

The Weapons and Armor Chart lists simple codes for the various weapon and armor choices available. These codes are optional for those who prefer the convenience of using short codes when filling out the strategy sheet. The weapon lists also indicate which of the weapons available are two- handed, one-handed, or capable of being wielded with either one hand or two.

Backup Weapon Selection: Warriors may take into the arena up to four backup weapons which will be sheathed or strapped onto them in some fashion. A warrior may have as many as two primary hand backup weapons and two off-hand backup weapons. If during the fight one of your warrior's weapons break, the warrior will try to pull out an available backup weapon. Backup weapons may not be two-handed. Remember that the weight of your warrior's backup weapons counts against the total encumbrance of the warrior. In the example strategy sheet at the back of these rules, Happy Slasher (who can only carry a little weight in armor in weapons), will take a dagger and a small shield as backups.

Armor and Helm Selection: As with weapons, armor and helm are part of your encumbrance, so choose carefully. Consider the Strength, Constitution and Will of your warrior as well as other information on your overviews. Encumbrance not only affects how quickly your warrior is liable to tire, but how quick and mobile they are in combat. A strong Basher who fights slowly and steadily may take great advantage from the protection offered by heavy armor, but a quick Lunger may suffer more from the burden of heavy armor than its protection affords. Using the chart at the back of the book, you can choose the armor you wish, figuring roughly that the heavier an armor is the more protection it affords but also the more taxing it is upon endurance and mobility.

Write the type of armor and helm that you wish your warrior to wear in the spaces provided on your strategy sheet. Write "none" or leave it blank if you wish to wear no armor (or helm).

Selecting armor is not simply a process of deciding how much you can carry or how much protection you want; the materials and design of the armor are also important factors to consider. Each type of armor offers varying protection against various types of weapons and attacks. Scalemail tends to be effective against slashing because of its overlapping rings. Leather armor can absorb the crushing blows from a bashing weapon, but can be cut right through with a good bladed weapon. A little calculation with armor and helm weights can help in strategy sheet preparation when it comes to choosing weapons versus light, medium, or heavy armor.

Remember, it's up to you to class what's light to heavy armor, or even if it matters for any given fight. While many players look for an additional edge in the area of selecting weapons versus armor types, as many just use the same weapons versus all armor weights (0 - +).









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Published on: 2002-07-14 (2102 reads)

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