Weapon
Something you hurt monsters with. Types include melee weapons such as swords and ranged weapons such as crossbows. Weapons are usually divided into different types, like “axes” or “maces&flails”. There is often a skill for each weapon type.
Weapons usually carry an enchantment, called a “plus”, which modifies a weapon’s damage and/or accuracy. Some games (like Crawl) have two different pluses, one for accuracy and one for damage. There are almost always ways of magically increasing a weapon’s plus.
Some games have artifact weapons that carry magical powers.
Qualities weapons may have include (as usual, this list carries a caution against using all items on the list at once):
- damage done
- ease of use
- modifier to skill check
- modifier to learning cost/rate
- modifier to chance of weapon fumble
- different stat requirements to use properly
- chance of critical hit
- type of critical hit
- parrying modifier
- armor-damaging modifier
- penetrate/ignore armor modifier
- range or reach
- attack speed (time taken by attack)
- recovery time (time before next attack is possible, usually short/nil, but crossbows require long recovery) - “recover weapon” as action?
- readying time (time to deploy weapon from unready state, long for stringing bow, short for drawing sword, can be reduced with skill)
- exhaustion modifier
- recoil (penalty to next shot if not recovered?)
- breakage/jamming/fumbling stats
- minimal strength/agility
- required height to use
- required space to use
- one or two handed
- market value
- cultural availability (including arms control laws)
- cultural significance
- ammunition type used
- ammunition capacity
- weight
- balance (quality as thrown weapon)
- appearance (plain, fancy, strange designs)
- tech level
- material(s)
- special features
- enchantments
- “smart” weapons
- scopes
- silencer
- concealability