Added Weapons and Weapon Types section. Will be added detailed descriptions of each weapon type soon. Edit: Added the following to Weapons and Weapon Types... [b]Swords[/b] Short Swords- Short Swords are typically weaker compared to longswords but are single handed and thus can either be dual wielded or paired with a shield. Long Swords- Long Swords are reliable, raw damage weapons. Sabers- A balanced blade of raw and piercing damage. Scimitars- Thick bladed weapons known for causing bleeding damage. Katanas- Long, curved blades that ignore fortitude. Rapiers- Thin blades that excel in piercing damage. Edit #2: Added the following to Weapons and Weapon Types... [b]Brute[/b] Axes- Raw damage weapons that are known for cleaving. Maces- weapons that balance raw and stun based damage. Hammers- High stun based weapons. Pillars- Massive poles of stone or wood used to crush foes. Totems- Similar to Pillars, Totems are massive weapons made of wood with enchanted spirits sketched into the surface. These tend to do less damage and build up less stun compared to their Pillar counterparts but allow the use of healing, bless, and hex abilities. Edit #3: Added the following Weapons and Weapon Types... [b]Bow[/b] Shortbow- Short-ranged weapons that can fire a volley of arrows in quick succession. Longbow- Long-ranged weapons that deliver high piercing damage. Crossbow- The use of unique bolts can alter the damage types of these weapons (fire, explosive, etc) Foldingbow- Foldingbows are bows which fold up on themselves and can be easily stored. These are typically much weaker to other bow types but can be used as secondary weapons without requiring the secondary weapon skill. (Or used as a third weapon if you do have the secondary weapon skill) Greatbow- Massive bows that benefit from strength instead of dexterity. Edit #4: Added the following Weapons and Weapon Types... [b]Longarm[/b] Spears- Balanced raw and piercing damage weapons. Javelins- High piercing damage weapons. Throwing Spears- High damage, consumable weapons. Staffs- Stun based weapons that benefit from dexterity instead of strength, but lack the ability to use execute skills. Halberds- Cleaving weapons that do piercing damage. Edit #5: Added the following to Roles... Rogue - Skills related to espionage and assassination. Communicator - Skills related to diplomacy and bartering. Edit #6: Edited Weapon examples to include dice mechanics. (Dice mechanics are most subject to change and be altered to balance gameplay) [hider=Example Weapons] [u]Example Weapons[/u] Longsword Tier I Damage: 5-10 raw Stun: 0 Piercing: 0 D20: (1-9) Miss | (10-19) Damage 1-10 with increments of 1 | (20) crit [i]Average longsword generally equipped by members of a militia.[/i] Alkeil [Scimitar] Tier II Damage: 10-20 raw, 2 Bleeding Stun: 0 Piercing: 0 D20: (1-9) = Miss | (10-19) Damage 10-20 with increments of 2 | (17-20) Bleed Status | 20 crit [i]Commonly used by the marauders of the Western Sands, these blades cleave away at unsuspecting victims and leave them to bleed as the marauder rides away on their mount only to return to collect the valuables of your corpse.[/i] (Name, named weapons typically have better stats than unnamed weapons) [Weapon Type, listed if weapon has a name] (Tier) (Damage, and damage type. Some weapons, typically named weapons, have special damage types) (Stun) (Piercing) (Dice Mechanics) (Description) [/hider] Edit #7: Added the following... [hider= Dice Mechanics] Most weapons and abilities are based a D20 dice roll, some weapons and abilities may use other dice in place of the D20 but the mechanics behave similarly. Let's take a weapon from an earlier example to explain D20 rolls. Alkeil [Scimitar] D20: (1-8) Miss | (9-19) Damage 10-20 with increments of 1 | (17-20) Bleed Status | 20 crit D20 - This shows what kind of die is being used, as stated before this is typically a D20 (1-9) Miss - The lower numbers on a D20 typically represent your chance of missing. The higher the roll, the more likely you hit. (9-19) Damage 10-20 with increments of 1 - The next major portion of the D20 determines the damage you do on a successful hit. You'll have a minimum damage (10 in this case) and a maximum damage (20). The increments determine what between min and max you end up doing in damage. So in this case, rolling an 18 would equal 19 raw damage and 2 bleed damage. Here's a breakdown of the weapons roll results below... 1-8 = Miss 9 = 10 10 = 11 11 = 12 12 = 13 13 = 14 14 = 15 15 = 16 16 = 17 17 = 18 + 2 Bleed 18 = 19 + 2 Bleed 19 = 20 + 2 Bleed 20 = crit (2.5x raw/stun/pierce damage) + 2 Bleed Also if you ever end up with a decimal for damage, such as 30.2, then you round up to the nearest whole number, 31 in this case. Decimals are typically avoided when creating weapons but may happen. [/hider] On the note of dice mechanics, my goal with this was to make the majority of gameplay simple by only requiring D20 rolls unless otherwise stated. The complexity lies with the weapons and skills themselves. However I don't think the weapons would be all that complicated with visual representaion. How I picture it is if a weapon was on a card you would have all the details on the front and on the back would be your dice roll results so whenever you roll you would just look, "Okay 17 = 18 raw damage + 2 Bleed"