Epicurus
Recruit

Despite the title, I am not really advocating a fifth complete weapon slot. Four is just enough to allow creativity without allowing someone to have every weapon type they would ever want. For instance, my new character carries a bow, two quivers of arrows, and a greataxe. Don't I ever miss having a shield or lance? you bet I do, but I also feel that my choice to give those up is rewarded by my 54-arrow quiver. So leave the slots limit at four.
No, what I am suggesting is loosely based on something that was once mentioned by someone (sadly I don't recall whom) on the forums but did not have its own thread.
Here's the idea:
Players should have a 'backup' weapon which is simply always with them. It goes into a fifth slot which can only be used to carry backup weapons. A Backup weapon is one of those lousy weapons that you never see players use like the dagger, butchering knife, hatchet?, etc. - those weapons which read "Cannot be used to block"
The fifth slot essentially represents a very small item which is not an encumbrance and could be stored in a boot sheath or somewhere equally innocuous. Why is it valuable?
Well, In the case of archery-based characters the utility is obvious: An archer can now take a ranged weapon and three slots of ammo (or four, in the case of thrown weapons) and not have to worry about actually running completely out of offensive options. It is much better to carry a 'real' weapon, but people who really want to go that extra mile and take another quiver will have to fall back on vicious dagger fighting when their last arrow is spent. In the case of a cavalryman, one might carry a shield, lance, crossbow and bolts, but when dismounted and in melee have to rely on the trusty dagger or hatchet to stave off attackers.
This presents a balance issue: what about those (the vast majority) who carry and rely on a powerful melee weapon? If weapon durability or disarming are not implemented, backup weapons will not be very useful for them.
I then propose that a few special items be made for the slot., namely special thrown weapons/ammunitions. These are just like ordinary ammo or thrown weapons of the same type except that they only have about 1/4 (or less) ammunition capacity. Thus, a "backup" set of throwing axes has two axes. A "Backup" set of stones has four or five stones. A "backup" set of arrows has six arrows, etc. In this way, a melee-oriented character's inventory might be as follows: Bastard sword, Shield, lance, Military Hammer (for capture missions), and two throwing axes in case of emergencies.
Another use for backup weapons for melee specialists is that it might be used to carry a bludegoning weapon for slave capture, such as a small sap or billy-club. A sample inventory might be: Scimitar, shield, Crossbow, Bolts, and a sap.
Not only will this increase the flexibility of the equipment system to allow for more customization while strongly preserving the concept of specialization, but it will give those small and nasty weapons a chance to be seen in combat and even play an important role.
Furhtermore, it offers a realistic and practical alternative to swapping weapons at the baggage.
Implementation would, in my opinion, be relatively simple and very valuable and cool.
Replies to possible objections:
Objection: "Adding another weapon will mean it will get confusing to cycle through them all. "
Reply: A separate key could be assigned to each of the five slots. Alternatively, one key immediately pulls out the backup weapon, which does not appear in the normal cycle. If neither of these is implemented, simply do not carry such a weapon, or use it for ammunition.
Objection: "This will overpower ranged-combat characters by allowing them to stock up even more on ammo"
Reply: I disagree. A ranged fighter will often have to fall back on their melee weapon, and they typically spend most of their time blocking attacks with it. Losing that ability is a serious liability and is not worth extra arrows in the minds of many. Most archers can easily get away with loading their inventory with arrows by having a fast horse and a very good melee weapon in their baggage to swap with - this alternative lets them have some way to fight back, since there is no "unarmed combat".
Apologies about how long that post ran! As always, your comments and criticisms are invited.
No, what I am suggesting is loosely based on something that was once mentioned by someone (sadly I don't recall whom) on the forums but did not have its own thread.
Here's the idea:
Players should have a 'backup' weapon which is simply always with them. It goes into a fifth slot which can only be used to carry backup weapons. A Backup weapon is one of those lousy weapons that you never see players use like the dagger, butchering knife, hatchet?, etc. - those weapons which read "Cannot be used to block"
The fifth slot essentially represents a very small item which is not an encumbrance and could be stored in a boot sheath or somewhere equally innocuous. Why is it valuable?
Well, In the case of archery-based characters the utility is obvious: An archer can now take a ranged weapon and three slots of ammo (or four, in the case of thrown weapons) and not have to worry about actually running completely out of offensive options. It is much better to carry a 'real' weapon, but people who really want to go that extra mile and take another quiver will have to fall back on vicious dagger fighting when their last arrow is spent. In the case of a cavalryman, one might carry a shield, lance, crossbow and bolts, but when dismounted and in melee have to rely on the trusty dagger or hatchet to stave off attackers.
This presents a balance issue: what about those (the vast majority) who carry and rely on a powerful melee weapon? If weapon durability or disarming are not implemented, backup weapons will not be very useful for them.
I then propose that a few special items be made for the slot., namely special thrown weapons/ammunitions. These are just like ordinary ammo or thrown weapons of the same type except that they only have about 1/4 (or less) ammunition capacity. Thus, a "backup" set of throwing axes has two axes. A "Backup" set of stones has four or five stones. A "backup" set of arrows has six arrows, etc. In this way, a melee-oriented character's inventory might be as follows: Bastard sword, Shield, lance, Military Hammer (for capture missions), and two throwing axes in case of emergencies.
Another use for backup weapons for melee specialists is that it might be used to carry a bludegoning weapon for slave capture, such as a small sap or billy-club. A sample inventory might be: Scimitar, shield, Crossbow, Bolts, and a sap.
Not only will this increase the flexibility of the equipment system to allow for more customization while strongly preserving the concept of specialization, but it will give those small and nasty weapons a chance to be seen in combat and even play an important role.
Furhtermore, it offers a realistic and practical alternative to swapping weapons at the baggage.
Implementation would, in my opinion, be relatively simple and very valuable and cool.
Replies to possible objections:
Objection: "Adding another weapon will mean it will get confusing to cycle through them all. "
Reply: A separate key could be assigned to each of the five slots. Alternatively, one key immediately pulls out the backup weapon, which does not appear in the normal cycle. If neither of these is implemented, simply do not carry such a weapon, or use it for ammunition.
Objection: "This will overpower ranged-combat characters by allowing them to stock up even more on ammo"
Reply: I disagree. A ranged fighter will often have to fall back on their melee weapon, and they typically spend most of their time blocking attacks with it. Losing that ability is a serious liability and is not worth extra arrows in the minds of many. Most archers can easily get away with loading their inventory with arrows by having a fast horse and a very good melee weapon in their baggage to swap with - this alternative lets them have some way to fight back, since there is no "unarmed combat".
Apologies about how long that post ran! As always, your comments and criticisms are invited.