The flaw I'll discuss today is one of recurring humour. The endless amount of weapon options randomly thrown about with no rhyme or reason, every variation of sword is different with its own arbitrarily defined distinction. Don't even get me started on pole-arms.
Piecemeal gives weapons a set of 'tags' that define their attributes.
These are the primary tags of size, damage type, and range.
Example: Small, Piercing, Melee or Medium, Blunt and Missile.
Then a few additional tags are chosen (based on type) like pole weapon, devastating weapon (axes, hammers and picks), Firearm or Sling (among others).
So a woodcutters axe might be a large, slashing, devastating melee weapon while a Small, piercing, Firearm would represent a dueling pistol.
Each tag has certain predictable results. Weapon size increases damage and decreases speed for each step. Devastating weapons increase the damage die by one while giving a negative to attack rolls. Piercing weapons are quicker and may bypass armour on a critical hit, slashing weapons increase the damage die by one size and blunt weapons have their own special effects on critical hits.
Not all tags are beneficial, improvised weapons may get a tag like ineffective (reduces damage die by one) among others.
This allows the generation of weapon qualities quickly, without being arbitrary. If a player picks up a chair, or a battleth or a katana you can quickly ascertain its effectiveness and move on. If you are running piecemeal at the time it can even quickly generate the stats by just selecting the tags (removing any paperwork)
What are you thoughts?
Welcome to your doom
8 hours ago