Talk:Game Systems/Mechanics

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Revision as of 22:10, 21 July 2008 by 76.121.170.235 (Talk)

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--Gdaze 23:49, 20 July 2008 (MST) So wait, even though weapons are usually bought at zero END, we should buy them with costs END? This means a Rapier would cost 3 End to use a turn (plus STR) while a short sword would cost 2 End (plus STR). Which is the same as a Stiletto (it only does 1D3 but has AP, so its active cost is high). Do we have to buy armor with costs END also then?

--Matts 00:05, 21 July 2008 (MST)Armor, the power, normally doesn't cost END, and if you buy it OIF I don't see why it would.

--Gdaze 00:11, 21 July 2008 (MST) Well right, and weapons usually don't either and I noticed he said "wearing armor makes you tired" so I thought maybe armor will too.

Oh, can my dude start with the full compliment of potions?

BEN: For simplicity's sake, i am just going to go back to the way the book suggests: weapons and armor cost 0 END. I'll have to think about the potion thing, although I will tentatively say yes: it will probably depend on what potions you want to be able to make.

GABE: Sweet. So far I have 3 potions, but may add another one. I have an oil that takes a minute to apply but ups the def of an armor by 3r/3r. I MAY change this to one that you apply to the body that has 5r/3r since nobody has armor. It lasts for the day.

Next up I have one of underwater comfort. It allows the user to breath underwater and withstand extreme cold, it lasts for a few hours. Very useful in such a water based world.

And finally I have a potion of dragon breath. It takes a full phase to use, drink and spew, and does 2D6 fire damage to one hex. I guess it has a range of 8 meters as well.

I may also add a potion of nightsight, which allows you to see in the dark as long as there is a little light, like the moon. Or a potion that ups STR by like 10.

BEN: any of those are reasonable, thanks for taking out the +40 str. one at this stage of the game. You can start with a full complement from those potions that you have described, just check with me again if you change them.

--Edmiao 19:03, 21 July 2008 (MST) are you sure you want to penalize the buy back for equipment? i would imagine that fighters would be trading in weapons and armor more often while i envision my illusionist buffing up his spells, so images from 1d6 to 2d6, etc, which is an increase of the same power. similarly, trading in leather armor for chain mail or a small sword for a long sword could be considered increasing the same power. I'd hate to penalize the armor dependent classes and not the magic dependent classes (i've always advocated equalized/fair xp distribution). As long as trade ins don't become abused of course.

--Gdaze 19:34, 21 July 2008 (MST) Yeah... it does make spell casters get kinda an advantage as all spell schools pretty much have the ability to have defensive magic. If there is a penality invovled it'd be better to pick up nice shit right away. I also thought we could just buy items and that everything was avaible long as we have the points, or rather that was one of the points of the system?

BEN: alright, if you think it will unfairly penalize it, you can just trade things in, that's fine.