OldRod wrote:Interesting! I like the idea of making different weapon types affect the score differently, that makes a lot of sense.
Yes, "affect" with regards to responding to attributes.
OldRod wrote:
A big club with a spike in it would be harder to swing than a light, balanced rapier, so you might do more damage with the club, but it would be harder to hit with it.
Yes.. you can expand on this too. Perhaps you implement number of attacks per turn and run your "to hit" equation however many attacks per turn the weapon has. So for instnace, a club might be large, cumbersome, require a high strength to use, and have only 1-2 attacks per round. It relies on hitting your opponent anywhere and suffers a penalty to any armor that would naturally resist smashing damage. Damage output is high, but offset by the limited amount of times you can swing it.
Alernatively, perhaps a dagger has a higher critical rate since the most effective use of the weapon would be sticking it in vital spots. Perhaps it also has a high number of attacks per round and relies more on finesse to use well (increased critical rate, and highly responsive to DEX). Perhaps it is more effective against plate (slide dagger between plates), and less effective against chainmail
These are things you'll add once you see everything in action and responding to each other. I love modifying my attack equation, it's the best part of building games IMO.