by David Jarvis/Gun Metal Games
@david - depends on if the trappings affect the stats or not, or if they're just words. If they're just words... a few minutes. Stat affecting trappings will depend on how many there are and how they affect the stats.
@Bob: That's klind of one of the reasons we're not doing a lot of individual weapons this time around: all of that specificity can be very tough to balance.
@Jeffrey: Yeah that's going to be pretty interesting. Will that need special coding?
I am very interested in weapons trappings. I would love to see a system that would cause players to choose a particular weapon over others without being too unbalanced. A reason to pick the right tool for the job instead of just whatever does the most damage. I really enjoy mission planning and debating load outs before everything inevitably falls apart ;)
Weapon trappings will be interesting to add in Savaged.us. Can't wait to get a look at it! :)
That's correct, Jacob. There were a bunch of weapons and stuff in 2.0, and we want to streamline that significantly, but still give you tons of options for customization. So you'll see a few individual "stock" types of weapons/armor/gear, etc. and then get a wider variety of trappings you can use to make them unique.
Sounds fantastic. I love the idea and can't wait to see it fleshed out a little more. I am guessing we are going to be getting more succinct list of weapons and armory and then that can be fleshed out by adding on the trappings, instead of just a long list weapons like in IZ 2.0?
Thanks Joel. We're actually going to be doing that sort of thing as well!
This looks really cool. I can already see how I will be using it. I am picturing creating an encounter table attached to a trapping so random encounters are quick and easy to create. Even could have more than one trapping on an area so have to tables to choose from.