That seems reasonable. Nice =)
Ok so lemme add that to the mix:
Tags= Objects tagged with “Balanced” and/or “Aerodynamic”. “1 Handed or 2 Handed”.
1-
1 Handed;
Objects with this tag will be allowed to Activate a Grenade while holding any object with 1 handed tag. Without having to put away or drop any 1 Handed object they were holding.
All items with this tag will be able to hold a “1 Handed” object while being able to manipulate(such as Activate a grenade) and/or Throw any other 1 Handed object at the same time.
example=
Toon is holding a Pistol which is tagged 1 Handed. Grenade is tagged 1 Handed.
Toon holding pistol. Player enters inventory and chooses Grenade–> Activate = Live Grenade with turn timer( as it once was).
Toon may continue holding 1 Handed object(Pistol) while choosing to Throw active Grenade.
(imaginary hand swap, no programming needed unless programmer wants to add Ambidextrous Trait)
Holding 1 Hand object while throwing another 1 Hand object cuts Throwing skill by either 1/2 or 1/3(programmers choice of difficulty or addition of Ambidextrous to traits?).
2-
2 Handed;
All objects without a tag may be considered (for ease of programming) “2 Handed” as a default. This would simply keep all items not manipulated with 1 Hand require using both hands, such as it is currently.
example:
Rifle in hands(no tag) = put away, drop or wear in order to activate/manipulate items(because you need your hands to do this…unless you have more than 2 hands?) and/or Throw objects. While I could pull a pin on a grenade and put that rifle in my off hand. I can concede for balance that it would be really difficult compared to holding a pistol or a katana and at the same time throwing a throwing knife or any other 1 hand object.
3-
Balanced;
Object does full damage (throwing knife, pointy side oppose to hilt)
Without a Balanced tag. Any object thrown should do a percentage less than their damage would be.(imaginary hilt hit or a almost the pointy side of that knife/ edge)
example= No tag would make the object unbalanced and do damage according to weight + strength + type being whichever is higher(bash or slash).
4-
Aerodynamic;
Object is more likely to stay on the desired trajectory.
No tag= percentage lower to the Throwing skill.
Throwing skill determines Trajectory(path by which you aimed, from toon to target). Closer the target aimed at. Easier to hit. Strength determines the force by which the object is thrown; Increasing distance and damage accordingly. Scaling for distance; further away the target = lower damage.
Weight + strength will determine how many tiles an object maybe thrown. Throwing skill for accuracy/trajectory to target.
1 or 2 handed, balanced, aerodynamic tags as modifiers?
This took me a while to write up. After an hour or so. Feel free to amend, break, correct any of this system. Help is as has been welcome. I’m getting a migraine >_>