Over at Planewalker, they have a little writeup on how they handle different weapon types in Broken Hourglass. I was glad to read that, because in most games, weapons aren’t all that different from each other.

D&D, for instance, gives you three damage types: slash, pierce, and crush. Usually, the main reason to have more than one type is enemy resistance to a certain form of damage.

Our old friend the skeleton is an example. Piercing and slashing don’t do well against bone, but a mace or hammer will reduce it to splinters in no time.

The only other consideration in weapon choice is critical damage. For instance, an axe does more of that kind than a sword. Okay, sometimes there’s a third: reach. A polearm can hit an opponent farther away than a sword, although not all games code for that.

Otherwise, weapons are fairly equal in the damage they do: a battleaxe has the same potential as a longsword. It’s always seemed to me that different weapon types ought to have different properties.

Planewalker is addressing that in several ways. For example, piercing weapons get past armor better, because that’s what they’re designed for in the first place.

I still think there’s room for improvement, though. For instance, consider a two-handed hammer. If you hit an enemy with that, there ought to be a chance of either knockback/knockdown or stun.

But hey, at least they’re moving in the right direction. It’s good someone is bringing variety to weapon types that make sense. Check out the article and see what you think.

Weapon Properties in Broken Hourglass