Armorium Point System

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The Armorium, Points System[edit | edit source]

As mentioned above, I have developed a Points System to design weapons for The Armorium. The reasoning behind this was to keep all weapons on a roughly equal level for balancing purposes.

Each weapon has roughly 18+Resources cost to spend on the following things:

Speed. Every point above 0 costs 3 points, every point below 0 rebates 3.

Accuracy. 1 point per point. Conversely negative points can be used elsewhere.

Damage. 2 points per level. Why two as opposed to the equal handling of acc/dmg/def in the rules for exceptional items? Because each die added to accuracy is half a success, which in turn is half an extra level of damage. On the other hand each point of damage is a full point of damage. thus, 2 points.

Lethal Damage. Weapons that deal Lethal damage cost an extra 3 points.

Overwhelming each point of overwhelming costs .33 points. Why? Because The Armorium features the Useful Overwhelming houserule, that allows Exalts to divide Overwhelming by 3, round up, and add this to essence to determine min damage. See elsewhere for a reasoning on this

Defense 1 point, as accuracy (+-5 for normal weapons)

Rate 2 points per point of rate. Why? Becauase rate is for flurries, and flurries are good.

Tags Disarming - 2 points Reach - 1 point Piercing - 4 points (it's powerful) Two-handed - -2 points ________________________

Using this system you can recreat the "middle range" weapons of the Corebook, but you quickly find out that the higher end ones are severly broken. This system does not yet work for Artifact weapons.

Slashing Sword[edit | edit source]

Straight Sword[edit | edit source]

Sledgehammer[edit | edit source]

Spear[edit | edit source]

Fencing Sword[edit | edit source]

Hook Sword[edit | edit source]


The Armorium, Points System

As mentioned above, I have developed a Points System to design weapons for The Armorium. The reasoning behind this was to keep all weapons on a roughly equal level for balancing purposes.

Each weapon has roughly 18+Resources cost to spend on the following things:

Speed. Being one of the most important stats, every point beneath 6 costs 3 points.

Accuracy. 1 point per point. Conversly negative points can be used elsewhere

Damage. 2 points per level. Why two as opposed to the equal handling of acc/dmg/def in the rules for exceptional items? Because each die added to accuracy is half a success, which in turn is half an extra level of damage. On the other hand each point of damage is a full point of damage. thus, 2 points.

Lethal Damage. Weapons that deal Lethal damage cost an extra 3 points.

Overwhelming each point of overwhelming costs .33 points. Why? Because The Armorium features the Useful Overwhelming houserule, that allows exalts to devide O by 3, round up, and add this to essence to determine min damage. See elsewhere for a reasoning on this

Defense 1 point, as accuracy

Rate 2 points per point of rate. Why? Becauase rate is for flurries, and flurries are good.

Tags Disarming - 2 points Reach - 1 point Piercing - 4 points (it's powerful) Two-handed - -2 points ________________________

Using this system you can recreat the "middle range" weapons of the Corebook, but you quickly find out that the higher end ones are severly broken. This system does not yet work for Artifact weapons.