Behind this provocative title simultaneously sad truth: the weapons are so powerful that they are usually the best solution for each step, because the power balance without restrictions.
While the weapons are still the best option (for most of the time), and does not illustrate the diversity increases the number of tactical options.
This reason we have decided to restrictions on the use of weapons, in turn, among other things, as we did for spells. Weve model is the choice of the following:
2 AP weapons: 3 casts per turn maximum (2 for weapons that are below level 60).
3 AP weapons: 2 casts per turn maximum (1 for weapons that are below level 60).
4+ AP weapons: 1 use per turn maximum.
These very stringent at the top, but under restrictions (3 and 2 when using the shift, for example) has virtually no effect on the game.
AP weapons 02:03 have the advantage of greater flexibility and AP 3 weapons allows players to invest up to 6 AP on weapon attacks. We intend to assess the damage bonus of the most decisive battle daggers minimize. We do not want to provide it. Weapons flexibility and better offensive potential (based on weapon).
Weapons treated otherwise cured, and can be used per turn twice. We want the chance to be the healers are still viable when the secondary characters were deprived of the possibility of offensive weapon that traditional damage.
These new restrictions will increase to a right turn, the number of players in a pilot to make, and the ability to use it to cause damage to arms all the AP itself will not be superior to all other options available for spells or clarification of the groups weapons.
Chose to transform to use because they have proven to be effective in shifts cast these limitations: they are an excellent lever balance that allows us to make weapons and powerful spells in Altklfah- AP, keeping balance because the gun of the wave can not be used continuously. Cast limit for each round is indeed an extension of the system, re-use, which is a universal concept of balance in many games.
The cast per turn limitation is a simple-to-understand concept, already mastered by players and already used on spells, that will allow for easier balancing of weapons compared to spells.