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]], 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.
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'''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]].
 
'''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, Spell/Technique Damage Bonus +1, or [[Strongman]] +2.
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'''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 ===
 
Gem Enthusiast begone
 
  
 
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.