One of the major focuses on a dungeon crawler RPG and
most RPGs in general is the gear. It can also be difficult to design
so that the gear is interesting and powerful without breaking the
game.
Weapons
As
I stated before I want a normal weapon to deal d8 damage. So a
standard one handed weapon's stats should look like this:
Damage:
d8, Hit Bonus: +0, Expose 20 OR Exploit 1
But
thats not very interesting nor does it give a large variety. In
addition it does not take into account other factors for the weapon
but its ok because that is just the base. I'm going to make a list of
modifiers that in the end should equal 1 for a standard weapon.
Anything with an (a) is an advanced modifier that will be described
later.
Penalties
Melee:
-1
Two
Handed: -1
Hit
Penalty(-1): -1 per
Damage
Penalty (-1 die): -1 per
(a)
Unwieldy: -1
Bonuses
Hit
Bonus(+1): +1 per
Damage
Bonus(+1 die): +1 per
(a)
Light: +1
(a)
Armor Penetrating: +1
Exploit
Die Bonus: +1 per
Expose
Bonus: +1 per
(a)
Wounding: +1
(a)
Swift: +1
So
for the class I described before I will offer him a choice of a few
weapons.
Massive
Axe: 2H Melee, Damage: d12, Hit Penalty: -1, Exploit d8
Maul:
1H Melee, Damage: d8, Wounding, Unwieldy, Expose 19
Light
Pistol:
Light Ranged,
Damage: d6, Hit Bonus: +1, Exploit d6
Guess
I should explain some of those modifiers a bit.
Wounding:
Inflicts 1 temporary condition
track damage to target damaged once per round.
Unwieldy:
Increases critical failure from
1 to 2.
Light:
Reduces the penalty for using
it as a secondary attack by 2.
Swift:
You may use the weapon for a
primary and a secondary attack.
One
other thing I really like in STO is that all weapons have a second
attack option that is typically stronger than the normal but has a
short cooldown attached to it. I think that would work well in a
tabletop RPG and help make weapons even more interesting. Here are
the 'special attacks' for the above weapons.
Massive
Axe(Mighty Blow): Damage: d12+1, Hit Bonus: +2, Exploit d12, Once per
Encounter
Maul(Backswing):
Damage:
d8, Light, Swift, Exploit d6, Every other Round
Light
Pistol(Semi-Auto): Damage: d10, Light, Hit Bonus: +0, Exploit d6,
Once per Encounter
That
will add just a bit more flavor and options to the weapons.
Equipment
& Armor
Armor will function
as damage reduction primarily, although they can and should be
various types of armor or equipment that increases the various
defenses and/or secondary stats. Their will also be equipment that
grants additional abilities or that increases a characters abilities.
I'm going to list a few of the ideas I have for some gear that isn't
too powerful.
Combat Armor:
This armor provides full body protection against attacks. Armor
Rating 2. Speed Penalty 1.
Telescopic
Goggles: These goggles enhance a users vision with auto focusing
lenses. +2 Perception.
Chameleon Duster:
This coat forms a minor distortion field around it interfering with
others vision. +1 Reflex Defense.
Stimulant Belt:
This belt releases a small bio-electric charge into the user when
they are in danger. In cases of extreme danger it can release a
larger charge. +1 Saves. When knocked unconscious or severely wounded
user may expend a Grit to heal Once per Day.
Armor
Rating
Each point of armor
rating reduces the damage you take from all attacks by 1 per die used
in the attack. Sounds complex but it is actually really simple. If a
player is attacked and the attack deals 2d8 damage and they player
has an armor rating of 2 they reduce the damage by (2*2) 4.
And thats all I got
for now but I think it is really beginning to shape up into something
that will work!
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