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:''' | + | '''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 "For every two Strongman, damage increases by 1; For every 2 Strongman less than 0, damage decreases by 1" | ||
+ | * ''Muscle-Wield'' is for guns and would be like "For every 2 Strongman, the penalty for wielding the weapon one-handed decreases by 1" | ||
+ | * ''Muscle-Range'' is for grenades 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 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. | ||
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+ | '''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]]. | '''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 === | === Specialty Changes === | ||
− | '''Aggressive:''' [[Accuracy]] +1, | + | '''Aggressive:''' [[Accuracy]] +1, Magic Power +1, or [[Strongman]] +2. |
If you want to be good at both, go with Accuracy, or... | If you want to be good at both, go with Accuracy, or... | ||
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=== Class Changes === | === Class Changes === | ||
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Classes that add to [[Strongman]] can't any more, and have to find something else. | Classes that add to [[Strongman]] can't any more, and have to find something else. |
Revision as of 04:30, 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: 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 "For every two Strongman, damage increases by 1; For every 2 Strongman less than 0, damage decreases by 1"
- Muscle-Wield is for guns and would be like "For every 2 Strongman, the penalty for wielding the weapon one-handed decreases by 1"
- Muscle-Range is for grenades 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 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.
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
Aggressive: Accuracy +1, Magic Power +1, or Strongman +2.
If you want to be good at both, go with Accuracy, or...
Muscle Magic (Requires Aggressive (the Spell/Technique Damage Bonus +1 choice): Strongman +2.
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
Classes that add to Strongman can't any more, and have to find something else.