Exponential Strength Builds Better Reload Mechanics (Sandbox)

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Strongman Statistic: Instead of providing a quadratic amount of carrying capacity, Strongman starts at 0, things that used to multiply or divide carrying capacity add or subtract from Strongman, and the amount of carrying capacity a creature has is 10 kg for 0 Strongman, double that for every +1 Strongman, and half that for every -1 Strongman.

Things that require Strongman checks are generally changed to use Agility checks instead.

Strength-Effect: Weapons, damage spells, damaging techniques and unarmed attacks get Strength-Effect tags.

  • Muscle-Damage is for melee weapons, Unarmed, spells, and bows and says something like "add Strongman to damage"
  • Muscle-Wield is for guns and would be like "The penalty for wielding the weapon one-handed decreases by your Strongman, to a minimum of 0"
  • Muscle-Range is for thrown weapons and would be like "For every 2 Strongman, the distance you can throw this doubles"
  • Muscle-Area is for blast spells and would be like "For every 3 Strongman, the size of the blast doubles"

and for crossbows would be nothing because those would have a Siege Reload that could get down to no action instead.

Magic Power: There's a new stat on the block to replace Damage Bonus, and this one gets written into the stat blocks for things like Fireball, Electrocute, Melter Cannon, and Armor of Force.

One-Handing Big Weapons: Some weapons are listed as "too awkward to use in one hand" out of respect for their mass rather than their shape; they could probably just be allowed to be used one-handed; you probably won't anyways because those weapons are also Heavy.

Specialty Changes

Brutal: Gone obviously, but in its place are basic specialties for Magic Power +1 and for Strongman +2.

Aggressive: Accuracy +1, Magic Power +1, or Strongman +1.

If you want to be good at both, go with Accuracy, or...

Muscle Magic (Requires Aggressive (the Magic Power choice): Strongman +1.

Violent: Violent is removed, apparently it's a bit too strong, and you can use Rapid Shooter to make 6 attacks with a sword without it.

Energetic (Advanced Specialty): You get an extra Cheap Action each round. You get +6 meters to your movement speeds, and +1 Agility.

Extra Changes

Strong (Uses two Extra slots): +1 Strongman.

Big (Uses two Extra slots): Your size is doubled, your reach increases by 50%, you get +2 to Strongman, and your weight is multiplied by 8. You get +1 Toughness, -1 to AD, -1 to Accuracy, and -2 to Agility.

Small (Uses two Extra slots): Your size and reach are halved, you get -2 to Strongman, and your weight is divided by 8. You get +1 to Stealth, AD, and Agility, but -1 to Toughness.

Slight and Bulky are removed.

Class Changes

Classes that add to Strongman can't any more, and have to find something else.