Difference between revisions of "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, 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.
  
'''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.
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'''Strength-Effect:''' Many weapons get a Strength-Effect statistic, which for melee weapons, [[Unarmed]], spells, 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", for grenades would be like "For every 2 Strongman, the distance you can throw this doubles", for blast spells would be like "For every 4 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.
  
 
'''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]].
 
'''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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=== Extra Changes ===
 
=== 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]].
 
'''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]].

Revision as of 03:56, 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, spells, 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", for grenades would be like "For every 2 Strongman, the distance you can throw this doubles", for blast spells would be like "For every 4 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.

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

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.