Difference between revisions of "Exponential Strength Builds Better Reload Mechanics (Sandbox)"
Foxwarrior (Talk | contribs) (→Class Changes) |
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'''Strong:''' Strong is removed. | '''Strong:''' Strong is removed. | ||
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+ | '''Big (Uses two Extra slots):''' Your size is doubled, your reach increases by 50%, you get +4 to [[Strongman]], and your weight is multiplied by 8. You get +1 [[Toughness]], -1 to [[AD]], -1 to [[Accuracy]], and -2 to [[Agility]]. | ||
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+ | '''Small (Uses two Extra slots):''' Your size and reach are halved, you get -4 to [[Strongman]], and your weight is divided by 8. You get +1 to [[Stealth]], [[AD]], and [[Agility]], but -1 to [[Toughness]]. | ||
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+ | '''Slight''' and '''Bulky''' are removed. | ||
=== Class Changes === | === Class Changes === |
Revision as of 02:33, 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.
Big (Uses two Extra slots): Your size is doubled, your reach increases by 50%, you get +4 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 -4 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
Gem Enthusiast begone
Classes that add to Strongman can't any more, and have to find something else.