Difference between revisions of "Rathmun/Weapon And Armor Revision"

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I was looking through FrivYeti's stuff, specifically FrivYeti/WeaponRevisionRules  and had a few ideas.  Anything you see here that is also on his page is probably his work.
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I was looking through [[FrivYeti]]'s stuff, specifically [[FrivYeti/WeaponRevisionRules]] and had a few ideas.  Anything you see here that is also on his page is probably his work.
  
  
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=== Misc ===
 
=== Misc ===
  
Gem of adamant skin - This gives Reduction - ∞/L and Bypass - ∞
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Gem of adamant skin - This gives Reduction - ∞[[/L]] and Bypass - ∞
  
  
 
=== COMMENTS (peanut gallery) ===
 
=== COMMENTS (peanut gallery) ===

Revision as of 09:04, 3 April 2010

I was looking through FrivYeti's stuff, specifically FrivYeti/WeaponRevisionRules and had a few ideas. Anything you see here that is also on his page is probably his work.


Weapon guidlines

Rule 1: I am not changing combat. Therefore, weapons continue to use Speed, Accuracy, Damage, Defense, Rate, and the various tags as usual. (though some will behave differently)

Rule 2: Speed is stronger than Accuracy, Defense or Rate, which in turn are stronger than Damage. Weapon statistics will reflect this.

Rule 3: 'Bashing' is not the same thing as 'Blunt'. If a weapon is sufficient to shatter ribs and break skulls, it does not just do more Bashing damage. It does Lethal damage.

Rule 4: No weapon or armour will go above Resources 3 unless Excellent or Perfect. In the 1-3 range, weapons and armour will be appropriately powered.

Weapon building

Armor guidelines

Rule 1: Still not changing combat, though a couple new values may very well be added to armors (bypass and reduction)

New armor tags and numbers

Bypass - This functions something like DV, if the attack had more successes than the bypass rating then reduction will not apply. eg. you hit a weakpoint in the armor

Use common sense here, superheavy plate should probably have a high bypass while a breastplate should have a low one. Armor that covers more of the body has a higher bypass because there are fewer weakpoints, but they slow you down more, while less protective armor slows you down less. I'm thinking that maybe high bypass armors should apply a direct DV penalty because their joints are less mobile.

Reduction - this number indicates how many levels of damage are reduced one type with each hit, this does not wrap. (I'm not sure whether or not it should apply to Aggravated at all, perhaps there should be an associated tag eg Reduction - 4L or Reduction - 4A to indicate what type of damage it applies to.)

Example, the armor has reduction 3L and the attack would deal 4 levels of lethal damage, instead it deals 3 bashing and 1 lethal. Or the armor has Reduction 2A and instead of 5 levels of Agg (oww) it deals 3A+2L

Armor building

Misc

Gem of adamant skin - This gives Reduction - ∞/L and Bypass - ∞


COMMENTS (peanut gallery)