BigRedRod
8th of August, 2003, 21:19
Ranges
In the context we are using all the ranges were a little much, so I've reduced them quite a bit
But as per usual it's more art than science, I'll willing to be flexible here
Melee : duh
Short : less than 10m
Medium : less than 30m
Long : less than 150m
Monster Skills
Each monster has a base of 10 skill points
The unskilled defect at 1BP reduces this to 5, and at 2 reduces it to zero
Levels of highly skilled still add 10 per level
Self-destruct attack disability
I've decided not to make this as final for the monsters. After monsters which can use attacks killing themsevles are popular in this genre but there is never (or rarely) long-term death as a result. Hence the creature is consumed in the attack but it can reform with a single health point after 4d6 hours, most captured creatures will instantly return to their token once they use the attack.
To me, this makes more sense, rather than creating some special-case rejuvenation
Death and dying
I think we'll just play this by ear, ok?
Armour Bonuses
In 99% of cases a creature capable of upgrading it's armour through special ability or growth will retain any partial or unprotected areas. Anything not fitting the trend will be noted clearly
Buffs and Debuffs/
Techniques which boost or reduce the power(s) of another monster last as long as the monster using the technique concentrates on it's target and for two rounds afterwards
Techniques which boost the users abilities last for ten rounds
There was more but I'm having a mental block
In the context we are using all the ranges were a little much, so I've reduced them quite a bit
But as per usual it's more art than science, I'll willing to be flexible here
Melee : duh
Short : less than 10m
Medium : less than 30m
Long : less than 150m
Monster Skills
Each monster has a base of 10 skill points
The unskilled defect at 1BP reduces this to 5, and at 2 reduces it to zero
Levels of highly skilled still add 10 per level
Self-destruct attack disability
I've decided not to make this as final for the monsters. After monsters which can use attacks killing themsevles are popular in this genre but there is never (or rarely) long-term death as a result. Hence the creature is consumed in the attack but it can reform with a single health point after 4d6 hours, most captured creatures will instantly return to their token once they use the attack.
To me, this makes more sense, rather than creating some special-case rejuvenation
Death and dying
I think we'll just play this by ear, ok?
Armour Bonuses
In 99% of cases a creature capable of upgrading it's armour through special ability or growth will retain any partial or unprotected areas. Anything not fitting the trend will be noted clearly
Buffs and Debuffs/
Techniques which boost or reduce the power(s) of another monster last as long as the monster using the technique concentrates on it's target and for two rounds afterwards
Techniques which boost the users abilities last for ten rounds
There was more but I'm having a mental block