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Weapon Styles

There are many kinds of weapons besides one handed swords in Hyrule. There are clubs, there are spears, there are axes and claymores and bows. Each kind of weapon carries with it different rules on how that weapon is utilized by the player. Some weapons might give you a bonus in one area but leave you less powerful in another. When playing, one weapon style can be used at a time. If you wish to change weapon styles you must first use an attack move to switch out weapons. There is one more thing. Some weapon styles will have you fighting without a shield. If this is the case, when an enemy attacks you, you must first perform what is called a “blocking roll”. This roll requires one dice. Basically, if you roll a 1-3, you cannot successfully block the oncoming attack, and will be dealt damage. However, if you roll a 4-6, you can successfully attempt to block with your weapons you are using. In this case your “block/shield” rate will be taken from your weapon's damage rate. Whatever of your weapon's damage rate is, half of that number will be what your blocking stat is, and that will be what the enemy will need to perform their attack rolls against. In some cases the block roll becomes a dodge roll, and if it is successfully the player is forced to back away from the enemy in question by one square. There is also the critical damage roll that you will need to do when landing damage to an enemy. One dice is needed, rolling a 1 gives you a -2 on damage, rolling a 2 gives you a -1. Rolling 3-4 keeps your damage at its neutral number. Rolling a 5 does +1 damage, and rolling a 6 does +2 to damage. 

 

One handed weapons:

These weapons consist of things like swords and clubs. They can be used to hit any enemy within a one square radius of the player. They can be used with a shield, or dual wielded. When dual wielding, you can still potentially block attacks, which means your shield stat will be half of whatever the weapon's damage is, however to perform a block, you must also do a blocking roll with a single dice. There is a plus side to dual wielding though. With dual wielding, the character can perform a second attack. If you choose to go without the shield or dual weapons, your wisdom rolls for stealth will gain a small bonus, due to having less gear equipped. Add +2 to whatever number you have rolled. However, the same rules regarding not having a shield apply.

 

Two handed weapons:

Two handed weapons include things like hammers, axes, claymores etc. When using a two-handed weapon, your ability to use a shield is automatically negated. However, you can use the weapon to block attacks like you can with single handed weapons. The difference however here is that you do not need to perform a blocking roll. Blocking happens automatically with two handed weapons, but your “shield” stat will still be taken from half the damage rate of the weapon you are using. These weapons have a special benefit. They can decrease the effectiveness of an enemy’s shield rate for that character by -3. So, if I am facing an enemy with a shield rate of 13, and I am using a two-handed weapon in an attack, I would do a courage roll. Let’s say I rolled a 12, but since I am using a heavy weapon, the enemy shield for me drops from a 13 to a 10, meaning my attack lands, and I deal out damage.

 

 Spears:

Spears can reach a radius of 2 squares around a character and can also be thrown for a range of 10 squares. This will do half of the spear's damage however, and the spear will need to be picked up again to be used. Spears can be used with shields, but when there is a lack of a shield, stealth rolls gain +2 just like with one handed weapons. However, the same rules apply when playing shieldless. To see if a block can happen, your character must first perform a single dice blocking roll. Critical rolls are also slightly different with spears. Rolling a 1 or a 2 on a critical damage roll doubles the negative effect of each.

 

Bows and Projectiles:

Bows are a very effective range weapon. They can reach a range of 20 squares across the grid, in any direction, but there must not be obstructions between the player and the target. Bows also utilize arrows for range combat, with one arrow being used per shot. Bows can be used for close range combat to some extent as well, since they could be used to hit enemies with within a one square radius. When this happens, no arrows are utilized. The bow's damage in melee attacks is reduce however. The bow will only deal ¾ of damage if successfully landed. Bows can be used with or without shields. Using them without a shield adds a +2 to whatever you roll when doing a wisdom roll for stealth. In place of a bow, characters may use seed shooters, crossbows, or slingshots. The blocking roll in this case becomes a dodge roll.

 

Boomerangs:

 

Boomerangs are great for melee and range combat. They can be thrown at a range of 10 squares and will return to the player after their turn is done. When tossed the damage is 3/4 what it would be in melee combat but tossing it can mean hitting two extra targets within the 10 square radius, allowing for 3 attacks total. Boomerangs can be used with or without shields. If the player is not using a shield, the block roll becomes a dodge roll. Using them without a shield adds a +2 to whatever you roll when doing a wisdom roll for stealth.

 

Ball-and-chain:

Ball-and-chain weapons are very heavy, and will slow your character down, so they only move 4 spaces and 8 spaces when sprinting. They do however have a reach of a two square radius around the player. Unfortunately they will not be able to be played with a shield (a block roll will be needed), and they do not give bonuses for stealth. They do however allow for stronger critical damage rolls, so rolling a 5 does +2 damage and rolling a 6 does +4. 

 

Unarmed:

Unarmed fighting can be performed in this game. However, if one is fighting unarmed their damage will always be only 1 point. This can be changed however when using things like boxing gloves, gauntlets, or magic rings. Unarmed characters will not use shields, but because they also lack weapons they gain +3 to stealth movements, and can dodge attacks easier, which means no “blocking rolls”. Their “shield stat” becomes a “dodge stat” and is taken from half their weapon damage from the gloves they will be using. However, there is a draw back. Unarmed fighters can only attack when they are standing on the exact same square as an enemy. As a result, they cannot perform stealth attacks whatsoever.

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