Saturday, August 25, 2012

Gear Talk

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!

No comments:

Post a Comment