Difference between revisions of "Big Changes"

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==attack modifiers==
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significantly reformat tags so they make sense. make the attack bonus thing stack regardless so its just "attack modifier" to standardise attack bonuses into circumstantial modifiers ala the opposed enchantment modifiers
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==Criticals and Fumbles==
 
==Criticals and Fumbles==

Revision as of 10:57, 27 March 2018

This place is a dumping ground for stuff removed from other pages that needs to be put somewhere else now.


Example

(needs to go to x)

(details)

attack modifiers

significantly reformat tags so they make sense. make the attack bonus thing stack regardless so its just "attack modifier" to standardise attack bonuses into circumstantial modifiers ala the opposed enchantment modifiers


Criticals and Fumbles

New Idea: "Attribute Relatives" - just like very large and very small things change HP/Damage scale, physical stat relatives across utterly enormous sizes will probably add additional bonuses. Either we have, like, Continental Scale versions of attriutes like Str that have Bigger Bonuses... OR we just say "characters of this size scale have a bonus of X to hit, damage, whatever and on checks where size difference is relevant, multiply the bonus/penalty by X or something. I dunno. We'll work it out on Size.

Possible alteration of Critical Success for Skills; if you roll 1 or 20, roll 1d6 and add or subtract it from the roll. Keep rolling if you roll a 6. Then use this value for the effective roll. Maybe consider changes to Critical Hits in the same vein; add d6s and then compare the AC and do the 1/2 damaging thing. See also Saves. Maybe add Critical Ranges to these things too.


Open Doors Change

  • This is used in Traditional Adventures - other adventure styles use Force Lock and Break Barrier to deal with locked and barred doors.

- so Force Lock and Break Barrier now used.


Move costs

Decrease some of the dang move point costs to +1/2 so that things are a bit more staggered, you know?


Armour Proficiency

A character can WEAR armour they're not proficient in but it probably...

Imposes a move penalty based on its tier, imposes skill and attack penalties and increases the FP cost per action as well as having half normal effectiveness. You also NEED each proficiency to get the next one and having the lower proficiencies lowers the penalties from ones you don't have yet a little too (basically a mage wearing platemail has HUGE penalties, a rogue wearing plate has fewer)

I may decide to allow some room for Fighter Mages and Bards and allow for a Spell Fumble %, albeit a very high one Probably X% per Spell Level Maybe Light Armour being 5% per Spell Level, Medium Armour being 10% and Heavy being 20% and you probably have to be proficient in the armour to begin with.

Talents and Magic Proficiencies

(Talents = Special Skill, each will now be listed as like "pick pockets (talent)"

Magical Proficiency = signature spells and metamagic where necessary. Magical Proficiency is generally awarded solely by CLASS. Proficiency allows learning and casting of spells, Specialization allows the bonuses of Mage Specialization. Cleric meanwhile gets Minor and Major Spheres via Proficiency. Clerics also get Domains now. We MAY make Proficiency the "I don't know much about this" for Specialist Mages and then make "I know SO much about this be MASTERY", similarly Cleric Domain = Mastery for them. I think this may be the best way to handle it and it fits with the existing systems. It also means I can work on High and Grand Mastery for these.

Man, what would be the equivalent for Rogues. Backstab? That actually sounds like a good idea. Making it a proficiency may work and the improved proficiency increases it. Needless to say, these Class based proficiency should outright state they can't be obtained without GM approval or something like that.)


Encumbrance Levels

Its a condition now!

A character's Encumbrance level depends on the amount of weight they carry relative to their Strength. This level determines any penalties the character suffers.

Encumbrance Effects
Encumbrance Level Full Move Physical Skills To-Hit Damage AC Reflex Saves Miscast Chance Movement-Based Special Skills
Unencumbered +0% +0 +0 +0 +0 +0 +0% +0%
Light -25% -1 +0 +0 +0 +0 +0% +0%
Moderate -50% -1 -1 -1 -1 +0 +5% -10%
Heavy -75% -2 -2 -2 -2 -1 +10% -25%
Severe -99%* -4 -4 -4 -3 -2 +25% -50%
  • Character's Move is reduced to 1. If already 1 or less, it is reduced to 0.

Modifiers to Movement are to the character's Full Move, not their Base Move. Thus, a character with Base Move 18 normally has Full Move 18. If they suffer Moderate Encumbrance, their Full Move is now 9 and, thus, their Half Move is 4. If a character is increased beyond Severe Encumbrance, they also suffer from the Total Immobility condition.


Better Table

Example taken from D&D wiki; hit Edit on here and use this formatting, it should help with some tables!

Table: Ability Modifiers and Bonus Spells

Score Modifier Bonus Spells (by Spell Level)
0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1 –5 Can’t cast spells tied to this ability
2–3 –4
4–5 –3
6–7 –2
8–9 –1
10–11 0
12–13 +1 1
14–15 +2 1 1
16–17 +3 1 1 1
18–19 +4 1 1 1 1
20–21 +5 2 1 1 1 1
22–23 +6 2 2 1 1 1 1
24–25 +7 2 2 2 1 1 1 1
26–27 +8 2 2 2 2 1 1 1 1
28–29 +9 3 2 2 2 2 1 1 1 1
30–31 +10 3 3 2 2 2 2 1 1 1
32–33 +11 3 3 3 2 2 2 2 1 1
34–35 +12 3 3 3 3 2 2 2 2 1
36–37 +13 4 3 3 3 3 2 2 2 2
38–39 +14 4 4 3 3 3 3 2 2 2
40–41 +15 4 4 4 3 3 3 3 2 2
42–43 +16 4 4 4 4 3 3 3 3 2
44–45 +17 5 4 4 4 4 3 3 3 3
etc. . .


and alternating colours (doesn't work without templates - https://en.wikipedia.org/wiki/Template:Alternating_rows_table_section )

Place Result
Template:Alternating rows table section