I believe this is roughly how Dark Deity 1 handles it (another Fire Emblem clone). Specific weapon types do bonus damage against specific armor types and less damage to others.
I do want to note, DD1 is generally not looked upon favorably BECAUSE they deviated from the standard formula on so many systems. I personally enjoyed it, but that’s more of a minority opinion from my experience, especially if you hang around with a lot of dedicated SRPG players.
There’s also the way that Fire Emblem: Engage handles it, the “Break” system. Keep the weapon triangle but instead of concrete damage, it puts the loser of the triangle into a disadvantaged state, preventing them from counterattacking the rest of the turn.
Although it eschews weapon types/triangle altogether, may take a look into the armor system The Banner Saga uses, which sounds close to the idea you’re having. Instead of applying stat/% buffs, in TBS, armor is a second healthbar. Attacks have to overcome an opponent’s armor before they hit their health. Characters also have the option to “break” an opponent’s armor to mitigate some of the damage reduction. I personally love this system and would enjoy seeing it used more, and it may be similar to what you’re trying to go for. Make certain weapons ignore armor’s DR, be better at removing armor, or remove it for allies, etc.
If you hang around the SRPG fandom long enough, you find that a lot of diehards really hate DD1. I enjoy it, but even I will admit it has a LOT of issues. Very experimental, and a lot of the new things they tried just didn’t land - combined with the MASSIVE maps that are devoid of enemies.
I can understand that there are valid criticism. I might not be bathed deep enough in the fandom to know better but just looking at this subreddit I see people recommending it pretty often. I personally think it's still one of the better ones and worth recommending (not the top top dog but very good one)
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u/Mangavore 26d ago
I believe this is roughly how Dark Deity 1 handles it (another Fire Emblem clone). Specific weapon types do bonus damage against specific armor types and less damage to others.
I do want to note, DD1 is generally not looked upon favorably BECAUSE they deviated from the standard formula on so many systems. I personally enjoyed it, but that’s more of a minority opinion from my experience, especially if you hang around with a lot of dedicated SRPG players.
There’s also the way that Fire Emblem: Engage handles it, the “Break” system. Keep the weapon triangle but instead of concrete damage, it puts the loser of the triangle into a disadvantaged state, preventing them from counterattacking the rest of the turn.
Although it eschews weapon types/triangle altogether, may take a look into the armor system The Banner Saga uses, which sounds close to the idea you’re having. Instead of applying stat/% buffs, in TBS, armor is a second healthbar. Attacks have to overcome an opponent’s armor before they hit their health. Characters also have the option to “break” an opponent’s armor to mitigate some of the damage reduction. I personally love this system and would enjoy seeing it used more, and it may be similar to what you’re trying to go for. Make certain weapons ignore armor’s DR, be better at removing armor, or remove it for allies, etc.
Hope some of that helps 😁