WEAPONS!
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#WEAPONS
SEPTEMBER 21, 2020
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In classic roles, we are used to multiple dice attack systems, according to the skill in combat or the sort of weapons: with different quantities, different types, dice with symbols on its sides...

In Bemaster, we mark a different point with all this. Make a print run of 100 (with two ten-sided dices), and enter the result to the system or, simply, mark an action and confirm it without printing run so as to this is made in a random way. Then, Bemaster will do the rest.

Just one step when attacking our rival and a world of possibilities resulting: failures, blockages, dodges, counter-attacks, critical impacts... Bemaster will calculate the probabilities according to the attributes of each character, their skills with weapons, their previous action, their temporary effects, their equipment... so that, finally, the roll of 100 will result in exciting and realistic situations.

Further on, we will analyze the combat system deeply, now we will focus on the role that weapons play. Each one has its own damage range, for example, a Common long sword brings a bonus of 22 to 30 to the character's strength, but, in addition, each one offers different advantages, such as improving the probability of blocking attacks, performing critical hits, stunning the opponent, etc. They also have an attribute of durability or state, which is affected with the use, diminishing proportionally their properties.

Depending on how a weapon is to be wielded (called "Weapons Skill"), they are classified in seven types:

Edge Weapons:

Swords, axes, scimitars, two-handed swords... in short, all those medium or long size weapons, with one or two hands, whose main function is to cut the opponent using their sharp blade. While swords improve the probability of blocking attacks, axes increase the damage of critical hits. On the other hand, scimitars contain both bonuses, but in smaller quantities. two- handed sword, which penalizes the character's skill, but deals considerably more damage.

Short Weapons:

The daggers are the most usual in this combat way. Although they have a lower impact force than the rest, they are manageable and light, ideal for achieving critical damage. In addition, all weapons of this type can be thrown at short to medium range.
It should be noted that short swords are in the above category, but they have in common with daggers a certain increase in the probability of being critical.

Blunt Weapons:

Maces, hammers, flails or, as more basic war instruments, the classic club. They all aim to crush the opponent with very direct hits. Whether one or two-handed, depending on their size, a hit with this type of weapon has a high probability of stunning the target, reducing their abilities over several combat turns; abilities that they will progressively recover (unless, unfortunately, they receive another fatal hit).

Long Weapons:

Spears, halberds and sticks. These are weapons that, due to their length, allow the enemy to be kept at a distance. In Bemaster, this translates into a reduction in the weaponry skills of the character facing an opponent equipped with a long weapon, because the distance does not allow him to squeeze the maximum out of his abilities.
Halberds share the increased critical damage of axes, while spears can be thrown at long distances. Batons are used with both hands, but because they are so light, they do not penalise the skill.

Projectile Weapons:

Bows, crossbows and those weapons that use some type of ammunition. This type of weapon offers a degree of damage of its own, which is not affected by the strength of the user. After firing them, Bemaster will resolve the possible effects indicated, in addition, if the projectile or projectiles fired have become unusable. If this is not the case, the application has a quick system for returning the ammunition to the characters.
Within the projectile weapons, each one has different virtues. For example, bows are very versatile, as they are fired with less movement penalty and are reloaded quickly. Crossbows require more preparation time and, in some cases, the character will not be able to move and shoot, but their impacts are more powerful and easily penetrate any type of armour.
Finally, when the ammunition runs out and even if it is not at all effective, a character can attack melee with this type of weapon, being considered in such a case as a strong weapon.

Throwing Weapons:

Although they have already been mentioned in the previous categories, it is important to highlight the destructive power of throwing weapons. In the Bemaster system, the character's strength will automatically offer us the throwing distance depending on the weapon, being, in general, quite lower than that of a projectile weapon. Furthermore, once thrown, the character will be unarmed. But all these disadvantages are compensated by the considerable damage bonus obtained when throwing a weapon. An ideal use if the character has a spare one.

Unarmed / Fist Weapons:

Due to combat circumstances or simply because the character prefers that style, he may only use his fists (or legs, elbows, head...). This type of combat does not offer advantages, except for those with specific skills or who use complementary fist weapons. In these cases, the character is likely to improve his ability to take critical hits or stun his target with each hit.



Armour penetration, critical damage, improved blocking, and many other properties make up a very complete repertoire of mechanics in Bemaster, so that players' choice of weapons is critical to their fighting style.

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