Exponential Strength Builds Better Reload Mechanics (Sandbox)

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Revision as of 02:23, 26 January 2015 by Foxwarrior (Talk | contribs) (Class Changes)

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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.

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.

Class Changes

Gem Enthusiast begone

Classes that add to Strongman can't any more, and have to find something else.