Exponential Strength Builds Better Reload Mechanics (Sandbox): Difference between revisions
Foxwarrior (talk | contribs) 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. | '''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 | '''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 | |||
Revision as of 02:22, 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, 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
