Archery maneuvers and additional bows


For this update, i mainly focused on fixing the mechanics of bows, as, there were only 2 different bows in the game, and their maneuvers were underdeveloped and unfinished.

The first change was adding additional bow types, previously there were only longbows and recurve bows, and you could get a composite/laminated version of them as a weapon modification, but, i decided to make them independant weapons rather than modifications.

I added the Yumi, which has the benefits of both longbows and recurve bows, mainly, being usable while crouching or mounting like recurve bows while keeping the ranges of a composite longbow, at the exchange of having the highest price of all bows.

I also added a survival bow, that cannot be purchased but can be crafted on the go, so, if you find yourself without your proper bow, you could at least get your hands on an improvised or makeshift survival bow and arrows, even if its considerably worse than all the other bows, with lower range and damage. It can also serve the niche of arming some types of less dangerous enemies you might find on the wild, or, as a free additional weapon you can just take if you exhausted your budget.

The ranges of all bows was adjusted to something more sensible and usable (altrough, their first range is not set yet), as i had mentioned in a previous devlog, all currently existing ranges for weapons were not the intended, and rather just some wonky math my friends gave me and must be replaced for proper weapon ranges; i also changed the prices of bows to be more logical.

On the side of maneuvers, archery maneuvers were separated in 2 sets, basic and advanced.

The basic set has only 2 maneuvers, the already existing Speed archery and a new maneuver called Full draw, which, adds in an additional 1d4 damage to the attack (akin to haymakers) while costing only 1 action, this puts the lower base damage of bows on pair with the other ranged weapons while having a greater firing speed, but, as a consecuence, will impede you from using other maneuvers if you want to take advantage of this additional damage.

The advanced set of archery maneuvers has 3 maneuvers, Curving shot, which is a slight rework of the previous Parabolic shot, a reworked version of Triple-shot, now being a 3 target save attack rather than an area of effect save attack, and, a new take on Parabolic shot, this time, being a maneuver to add in both extra damage while increasing the chances of hitting the target's upper body.

A few other small changes and corrections were done, and I also added a flowchart to the injury rules, to make clearer how the injury threshold work, as a few people misunderstood it.


For the next update, I'm not sure what ill do yet, I might use this week to add in a bunch of smaller corrections, I also want to add in something like an "optional rules" section at the end of the book, but, rather than proper optional rules, it would be instead some more experimental ideas and changes I have been playing around, but that I have been unsure of implementing, like a new cover system (which, I had even mentioned in some notes), a more gradual take on injuries (as well as finally making lethal injuries treatable), and, I have been thinking of a slot based weapon inventory system, as an easy to use limit on how many weapons can one carry, while keeping some decent flexibility, this could also play an important part in weapon balance, as, you wouldn't be able to just carry around multiple high damage weapons, or a weapon for every single specific situation.

I also realized that some of the changes i have been making affect the bestiary, and ill need to do some modifications to it (as well as adding some well deserved additional enemies).

Thank you for following the development of Full Plate Harness.

Files

Full Plate Harness 0.7.11.pdf 2 MB
Jun 13, 2023

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