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.
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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, double that for every +1 Strongman, and half that for every -1 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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Things that require Strongman checks are generally changed to use Agility checks 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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'''Strength-Effect:''' Weapons, damage spells, damaging techniques and unarmed attacks get Strength-Effect tags.
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* ''Muscle-Damage'' is for melee weapons, [[Unarmed]], spells, and bows and says something like "add Strongman to damage"
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* ''Muscle-Wield'' is for guns and would be like "The penalty for wielding the weapon one-handed decreases by your Strongman, to a minimum of 0"
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* ''Muscle-Range'' is for thrown weapons and would be like "For every 2 Strongman, the distance you can throw this doubles"
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* ''Muscle-Area'' is for blast spells and would be like "For every 3 Strongman, the size of the blast doubles"
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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.
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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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'''Brutal:''' Gone obviously, but in its place are basic specialties for Magic Power +1 and for [[Strongman]] +2.
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'''Aggressive:''' [[Accuracy]] +1, Magic Power +1, or [[Strongman]] +1.
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If you want to be good at both, go with Accuracy, or...
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'''Muscle Magic (Requires Aggressive (the Magic Power choice):''' [[Strongman]] +1.
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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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'''Strong (Uses two Extra slots):''' +1 [[Strongman]].
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'''Big (Uses two Extra slots):''' Your size is doubled, your reach increases by 50%, you get +2 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 -2 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.
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=== Class Changes ===
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Classes that add to [[Strongman]] can't any more, and have to find something else.

Latest revision as of 18:15, 19 December 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, double that for every +1 Strongman, and half that for every -1 Strongman.

Things that require Strongman checks are generally changed to use Agility checks instead.

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 "add Strongman to damage"
  • Muscle-Wield is for guns and would be like "The penalty for wielding the weapon one-handed decreases by your Strongman, to a minimum of 0"
  • Muscle-Range is for thrown weapons 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 3 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

Brutal: Gone obviously, but in its place are basic specialties for Magic Power +1 and for Strongman +2.

Aggressive: Accuracy +1, Magic Power +1, or Strongman +1.

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

Muscle Magic (Requires Aggressive (the Magic Power choice): Strongman +1.

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

Strong (Uses two Extra slots): +1 Strongman.

Big (Uses two Extra slots): Your size is doubled, your reach increases by 50%, you get +2 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 -2 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.