A game designer & illustrator tries to return his sense of wonder to its original packaging.
But what about the repeating crossbow? And the underwater crossbow? And the double-grooved crossbow?
I'll save those for a supplement.
More realistically, are you going to do slings, staff slings and thrown weapons (axes, daggers, spears or javelins)?
@Red: If a melee weapon can do double duty as a thrown weapon, you're going to see a little red dotted line with an arrow on its price tag. I'm keeping the number of weapons pretty small to start with, unless I can design a way to make it functionally different in the game.I'm working on rules where each weapon has a special move or ability that you can unlock by paying one Luck from your dice pool. Like, a mace or war hammer might ignore Armor for one swing, or a dagger might be able to make two attacks. Make the weapons each feel really different, but also make it easy to ignore the differences and just swing away.
The special move or ability sounds a great idea. E.g. a spear user might be able to strike past other characters or someone with a greatsword might be able to sweep and hit more than one foe or a dagger user could flurry and get an additional free attack (or two) on a foe.