Today is just random lists of different things we’ve discussed recently. Nothing real original here, just some stuff.
Weapons: We’ve more or less grouped weapons into three categories, based on method of use really. They are weapons reliant on strength, which are just really effin huge types. Then we have dex-based weaponry, not really compatible with swing as hard as you can methodologies. Then the ones in between, which can function both ways.
Strength
large one-handed swords, axes, maces, picks, and katanas
heavy spears, lances, polearms, two-handed weapons and oversized two-handed weapons
heavily-weighted chain style (ie, big iron ball on chain)
dex
lighter one-handed swords and axes perhaps, light spears, small weapons on chains
katanas (used two-handed)
dagger,gloves, claws, katars, and similar weapons
I can’t recall many others, but the general idea remains. As for magic items, we decided that they grow in strength by drawing energy from the user. However, I need to rethink that after talking about the effects of ki yesterday. ki users would typically have higher levels of one type of energy, because my statements make a second type of energy bar unneccesary for ki users. The only way I see to balance that at the moment is to make ki moves cost less to ki users, to allow them the same overall amount of skill usage with similar amounts of energy. it might work, Ill have to wait and see.
Damage types: this is just a list of possible sources of damage we can use in handing out resistance bonuses. We tried to be logical and base these on real existing dangers.
Fire: damage through heat
Cold: damage through cold, ie the removal of heat
acid: corrosive substances that interact with flesh is undesirable ways
sound: high-pitch frequency, since its unique
force: physical damage, telekinetic damage, concussive force, low-frequency soundwaves
necromantic: we’ve decided to make this a damage similar to radiation, just weaker
poisons: mechancis undefined, but things that interfere with biology
Thats what i remember for the moment
Power-type bonuses: this is based on the idea that different power types affect biology in different ways through mere presence.
Ki: ki users are hardy and enduring, they gain additional hp
Beast spirit: filled with overflowing life, additional hp as well
Demonic: additional mp, not really explained yet, but more or less think of it as this power tends to exist in greater amounts, due to being either more friendly to its users bodies, or trying to corrupt them I guess, even through I think we’ll go with something like the former.
Onmyou: its users also have more mp, maybe itll be something related to its inital training.
Smithy: naturally resilient, damage resistance
planet spirits: resistant to damage of various elements
ancestor spirits: Probably another physical damage reduction type, think of some ancestral armor or something
psionic: chaotic energy encourages and aids movement, increased movement speeds
Celestial: resistance to damage types, mainly due to battles with demonic
Thats where we are at, some may need some tinkering, but more or less its solid
in summary, we need to finalize magic weapons, ascertain power bonuses, and a discussion of ki as Ive defined it previously.
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