Combat Systems: Weapon Strategies

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attevil

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Recently, I?ve been working on designing futuristic weapons for Cyber Run, a tabletop trans-dimensional RPG. I?ve found that most tabletop RPGs don?t offer interesting weapons choices. Many games contain a list of swords or guns, with the only major difference being their damage capability, which isn?t much of a choice. The reason behind most weapons and their uses seems to have gotten lost in the game mechanics.

A weapon choice could be viewed as picking the right tool for a particular job. For example, a rapier is useful in a dual against an unarmored opponent, but isn?t the best weapon to be used on a battlefield. Similarly, wearing full battle armor and carrying large weapons around town is socially unacceptable. From my weapons research, I?ve grouped weapons in several categories that have similar attack strategies.

Safe Distance

Keeping a safe distance is a strategy using a weapon that has a greater range than your target. A warrior employing a long spear against an enemy with a club gives the spear-holder the advantage of distance as a defense. The same idea can be used for archers behind battlements, increasing their safety with distance and cover. A more modern version is a sniper that has an even greater distance and the added advantage of a hidden location. Finally, a drone attack is the next step in the progression, attacking from a distant location with little fear of enemy retaliation.

Up Close and Personal

While distance gives the advantage of safety, it has the disadvantages of an increased chance of missing the target and the need to correctly identify the target. For a high-value target, when identification is important, or the target?s defenses are impenetrable from afar, a close-as-possible strategy is needed. This tactic usually involves secret or hidden weapons, such as small blades, single-shot pistols, or ropes hidden among clothes or jewelry. The strategy requires the attacker to be allowed close access to the target through hiding his or her intent and weapon. The main disadvantage with this strategy is after the attack, when the attacker has difficulty keeping his or her identity secret and leaving the area where the attack took place.

These weapons can sometimes involve the use of poison as a boost for lethality, usually because the smaller the weapon the better chance of it being hidden, but also it also drops its attacking power. A further advantage of using poison is that the effects can take time, allowing the attacker to escape and keep their identity secret.

The Japanese Kakute is worn on the attacker?s finger as a spiked ring that is usually tipped with poison. The Bulgarian Poison Umbrella is used to shoot a small dart with poison into a target at very close range. The America Glove Pistol contains a single-shot gun attached to a glove that is triggered when a plunger is depressed against the target.

Breaching Defenses

Weapons changed as armies adapted to the defenses of their particular enemy. In ancient times this usually involved getting through the enemy?s shield. The Chinese Zhua is a claw attached to either a pole or a rope that could pull away an enemy shield. The Egyptian Khopesh is a curved sword that could either get around a shield to attack or be used as a hook to pull the shield down. The Roman Scissor is a horizontal blade that could be used as a hook to pull down a shield. Finally, the Indian Urumi is a flexible metal sword that could get around shields.

Once past the shield there are weapons that specialize in armor penetration. The Indian Katar, a three-bladed knife, allowed for a greater chance of hitting an unarmored part of the body. The European Misericorde is a long, slender dagger intended to get between a knight?s armor plating.

Teamwork

Most ancient weapons are meant to be used against a single foe in one-on-one combat. Tactics evolved to fight as a unit; shield walls and pole arms or a combination of weapons were used together to make each individual in the unit more effective. Using a formation modified shield designs and allowed for longer spears to be used. Teamwork also included horses, whose speed and strength allowed the use of lances and greater mobility for archers. Horses also advanced tactics for the use of chariots, which gave javelin-throwers and archers greater mobility and stability.

Psychological Warfare

Psychological weapons would be ones that either terrified enemies or enhanced the authority of the leader and, therefore, the morale of the troops he or she leads. These ?magical? weapons? effectiveness is dependent on the local cultural and religious views of the people. These weapons are reserved for very specific situations.

Some typical weapons were designed to appear more terrifying than others in an effort to unnerve an enemy. Other weapons were terrifying because what they did?the Chinese Fire Lance is an ancient flamethrower that would either explode poison or shoot out flames. An Aztec Sacrificial Dagger was used for cutting hearts out during rituals.

Some weapons are used as symbols of power, such as the New Zealand Mere Club that is built from nephrite jade and remains a symbol of leadership. In Japan, the Kusanagi no Tsurugi is a part of the Imperial Regalia and is one of the symbols of imperial power. A modern weapon equivalent might be an atomic bomb, as its ownership can bring both terror to others and boost authority.

Socially Acceptable Weapons

Laws often restrict the possession or use of certain weapons against citizens of higher status, so new weapons evolved in accordance of these laws. Many cultures only allowed nobility to have swords. In India, the Madu was a shield with animal horns attached to the sides, which were technically legal, but were dangerously sharp. Japanese law enforcement had to use Sodegarami, spiked staffs, to catch the clothes of a samurai, since they weren?t allowed to use swords or kill a samurai who was of a higher class.

Nonlethal Weapons

Some of these laws involved taking a person alive, usually because he or she committed a crime or the attacker wants to make the target a slave. The European Man Catcher was used to pin a target to the ground. Japan still uses the Sasumata, the spear fork, to pin a target?s limbs to a wall or floor. Nets and Bolas are also used to impede movement in order to capture a target alive. Saps are used to beat someone into submission or knock them unconscious, while Whips are used to deliver nonlethal pain.

Low-Skill Weapons

Often levies had to fill the ranks of armies when there weren?t enough professional soldiers. Familiar work tools or easy weapons were what they were used to. Axes, Spears, and farming tools were common. Later, Crossbows were easier to operate than Bows and Guns eventually became even easier.

Another need for the use of low-skill weapons is for defense within urban areas where violent crime is common. In India, the Bagh Nakh, tiger claws, are easily hidden and gripped. Modern nonlethal equivalents that also stay within legal restrictions are pepper spray and electric tasers.
 

Frezzato

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I'm not quite sure where this thread is coming from or going, but you could benefit from learning more about weapons and weapons systems.

Just a minor quibble, the poison umbrella [http://www.telegraph.co.uk/news/2158765/Poison-tip-umbrella-assassination-of-Georgi-Markov-reinvestigated.html] didn't use darts. It was an injector for a microscopic metal ball containing ricin. And at one point, the CIA developed a silent, electric gun [http://jfk.hood.edu/Collection/White%20Materials/CIA-Domestic%20Intelligence/CIA-D%200844.pdf] that could inject someone with a drug of choice, ostensibly to cause heart attacks [https://www.youtube.com/watch?v=6jvWJTmAstM]. Along the lines of fomenting revolution, you have the mass-produced Liberator, which was meant to enable civilians to kill unsuspecting government forces, allowing them to take their weapons. And you have the Deer Gun [http://www.freerepublic.com/focus/f-vetscor/1060724/replies?c=103]. And here is a photo of what appears to be a genuine 50's/60's era Stinger [https://www.flickr.com/photos/newworldordnance/8349760879/in/photostream/], and an even older example here [http://history.army.mil/news/2014/140606a_stingerGun.html].

At one point the Soviets developed an almost entirely silent pistol with its very silent ammunition, which can be viewed here [https://www.youtube.com/watch?v=K73kKODFyzw]. Kind of. The people just don't stop talking in the video. Eh, I could go on and on.

Just what is Cyber Run anyways? I can't find much info about it.
 

The Madman

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inu-kun said:
I always wanted a game that took more care about piercing/slashing/blunt damage, piercing a skeleton should be completely ineffectual and so should clubbing a dragon (depends on the size though). Also a sword on fire should be less lethal than a normal sword.
Mount & Blade.

It's not fantasy but it's the only game I can think of off the top of my head which takes all that kind of stuff into account and also offers 3rd person visceral combat. Other games I can think of simulate that stuff: Dwarf Fortress for example, but only Mount & Blade lets you play it.
 

attevil

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inu-kun said:
I always wanted a game that took more care about piercing/slashing/blunt damage, piercing a skeleton should be completely ineffectual and so should clubbing a dragon (depends on the size though). Also a sword on fire should be less lethal than a normal sword.
RuneQuest 6 does more with weapons and armor you might like, other forums have mentioned Riddle of Steel, which has more weapon detail, but also more difficult combat.
 

attevil

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Ezekiel said:
I'm taking the opposite approach. One weapon with controls that make it highly versatile for different situations. And bows and arrows that you can temporarily carry. I don't really like RPG structure that much. The variety means you have to make the controls simpler to accommodate different play styles.
Yeah I can see how that can be fun, does seem more high fantasy if its a one weapon can do everything situation. The arrows is a good way of offering choices using the same weapon. If its more about skill compared to weapon then it can be low fantasy, with the idea that someone who is a highly skilled fighter can be deadly no matter what weapon he is holding.
 

attevil

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Frezzato said:
Just what is Cyber Run anyways? I can't find much info about it.
I forgot where it said a dart for the umbrella, but I knew it was ricin, he thought it was a bee sting. I read about that CIA weapon, which is a good example of future style weapons. Cyber Run is still in development here: http://cyberrun.grumpogames.com/
It's centered around the players going into different twilight zone type dimensions for each adventure and trying to figure a way out.
 

Rack

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One thing you need to bear in mind is this system doesn't necessarily give choices either. Using the armour-buster on someone wearing armour isn't really a choice. Now you might still like it for the texture it gives the world and the emphasis it places on being well equipped but know what you're accomplishing. It's only a choice if both options are valid.
 

attevil

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Rack said:
It's only a choice if both options are valid.
That is a good observation, the armor and weapons need to be balanced in order for either to offer a valid choice.
 

Rack

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attevil said:
Rack said:
It's only a choice if both options are valid.
That is a good observation, the armor and weapons need to be balanced in order for either to offer a valid choice.
That's definitely important, but also important is how that balance is applied. If it's just "use the armour-buster against the guy in armour" then it's still out of whack. But if the guy with the armour-buster then has a choice whether to swap out to his regular weapon to finish the job (slower as it would take an action to switch, more reliable), keep using the armour-buster (could finish things early but less reliable) or try to target other characters (more optimal from a damage standpoint but doesn't reduce enemy firepower) then you're starting to have a system about choices during combat.
 

happyninja42

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For simplicity of system, you might want to cluster weapons into some broader categories, and give those categories bonuses/penalties when going against other categories. Sort of a Rock/Paper/Scissors kind of thing, but without it meaning complete victory/failure.

For example, and this is just a random thing I've pulled out of my head right now, and doesn't reflect actual physics.


Safe Distance Category vs Overpowering Weapons/Up Close and Personal

The SDC weapons give the wielder a bonus to defense (+1/+2/whatever system you are using) when against Overpowering Weapons, but the Overpowering Weapons have a bonus to breaking/disarming the SDC types. Etc etc. You get the idea.

Actually, the newer (read the stuff they did for the last decade or so, not the new NEW stuff they are publishing now) had a decent combat system for melee/hand to hand. They published a few books near the end of their paper publishing era, that had what they called "hacks" for the combat system. Varied combat rules you could implement to make your game a little different and more deadly. They had a lot of interesting ones for melee combat, such as fighting someone without a weapon, and just how fucked they usually are against someone who does. Injuries and their effects in combat, etc. You might check them out for inspiration. Sadly I can't recall the names of the books, but if you do a google search for things like "World of darkness combat hacks", you'll probably find a website with them posted.