Difference between revisions of "Exponential Strength Builds Better Reload Mechanics (Sandbox)"

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(being able to carry four times as much is a significant strength difference)
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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, 16 kg for 1 Strongman, double that for every +2 Strongman, and half that for every -2 Strongman.
 
'''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, 16 kg for 1 Strongman, double that for every +2 Strongman, and half that for every -2 Strongman.
  
'''Reloading:''' Some weapons have a Draw Strength: it can only be reloaded by a creature with at least that much Strongman, unless it is also an ''Incremental Draw'' weapon. For an ''Incremental Draw Weapon'', creatures with less Strongman can reload it using more actions; twice as many actions for every 2 points of Strongman fewer than the required amount.
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'''Strength-Effect:''' Many weapons get a Strength-Effect statistic, which for melee weapons, [[Unarmed]], and bows would be something like "For every 2 Strongman, the weapon deals +1 Damage", for guns would be like "For every 2 Strongman, the penalty for wielding the weapon one-handed decreases by 1", and for crossbows would be nothing because those would have a Siege Reload that could get down to no action instead.
  
'''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, and there are the guns with the penalty for using them one-handed. Instead of those things, the weapons get a Strength Rating: A creature with that much Strongman is strong enough to wield the weapon in one hand at a -4 penalty, and for every 1 point of Strongman they have more than that, the penalty decreases by 1.
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'''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]].
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=== Specialty Changes ===
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'''Aggressive:''' [[Accuracy]] +1, Spell/Technique Damage Bonus +1, or [[Strongman]] +2.
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If you want to be good at both, go with Accuracy.
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'''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.
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'''Energetic (Advanced Specialty):''' You get an extra Cheap Action each round. You get +6 meters to your movement speeds, and +1 [[Agility]].
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=== Extra Changes ===
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'''Bookish:''' [[Strongman]] -3, you may implant another color of gem without difficulty. You can attune spells to gems with one-half the normal number of concentration actions, rounded up.
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'''Internally Content:''' [[Strongman]] -1, when you stop [[Flaring]], you become [[Tired]] for 1 fewer round.
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'''Strong:''' Strong is removed.
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=== Class Changes ===
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Gem Enthusiast begone

Revision as of 02:22, 26 January 2015

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, 16 kg for 1 Strongman, double that for every +2 Strongman, and half that for every -2 Strongman.

Strength-Effect: Many weapons get a Strength-Effect statistic, which for melee weapons, Unarmed, and bows would be something like "For every 2 Strongman, the weapon deals +1 Damage", for guns would be like "For every 2 Strongman, the penalty for wielding the weapon one-handed decreases by 1", and for crossbows would be nothing because those would have a Siege Reload that could get down to no action instead.

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

Aggressive: Accuracy +1, Spell/Technique Damage Bonus +1, or Strongman +2.

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

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

Bookish: Strongman -3, you may implant another color of gem without difficulty. You can attune spells to gems with one-half the normal number of concentration actions, rounded up.

Internally Content: Strongman -1, when you stop Flaring, you become Tired for 1 fewer round.

Strong: Strong is removed.

Class Changes

Gem Enthusiast begone