Board Thread:General Discussion/@comment-5023546-20130910031001/@comment-5567085-20140118170157

Salutations!



Glad to see you came back for more! Your reward, Answers:

4. To make them about equal, I could increase its accuracy by 1 (I have a private formula for determining damage/tick) Also, increasing damage would mean it would be doing as much damage as the larger Broadsword, which doesn’t make sense to me.

5. In this system, yes, that would be a base level 2 weapon, and you would have 2 more levels to make it more powerful. Otherwise, someone could put 10 different weapons into a single, unchanging form and call it level 0. Also, when Yang punches, I think she fires to add more power (damage) to the punch.

10. I tried playing with that, and it kept ending up with the same stats as the shotgun, or stats that we obviously worse. Though I guess if I give it a long range and give the splash damage to shotguns, that might act to keep that unique……….

NEW

1…… Oops… It is, I just mistyped. I have it right on the sheet.

<p style="margin:12pt0in;line-height:16.5pt;"><span style="font-size:10.5pt;font-family:"Helvetica","sans-serif"">2. Yep, the one racial. You can have up to 6 total perks.

<p style="margin:12pt0in;line-height:16.5pt;"><span style="font-size:10.5pt;font-family:"Helvetica","sans-serif"">3. … :3

<p style="margin:12pt0in;line-height:16.5pt;"><span style="font-size:10.5pt;font-family:"Helvetica","sans-serif"">4. I see aura as always there. Once it’s activated for the first time (usually long before a campaign would start), your stats are always boosted, all the time. There is no need to activate it to gain the bonuses. On the sheet, the weapons are using the Aug value because that’s what they will always use for combat.

<p style="margin:12pt0in;line-height:16.5pt;"><span style="font-size:10.5pt;font-family:"Helvetica","sans-serif"">5. I’ll move the averages away a bit. This chart primarily for reference on how likely something is to succeed. The top row is how many dice you roll, the side is the difficulty of the roll; you then find your chance of success. This chart was made using 10,000 random samples. Below the chart is the average number of successes per number of dice. This comes into play for damage.

<p style="margin:12pt0in;line-height:16.5pt;"><span style="font-size:10.5pt; font-family:"Helvetica","sans-serif"">I need to make this chart for some of my testing and balancing.

<p style="margin:12pt0in;line-height:16.5pt;"><span style="font-size:10.5pt; font-family:"Helvetica","sans-serif"">6. Successes = 7s +8s+9s+10s+10s.

<p style="margin:12pt0in;line-height:16.5pt;"><span style="font-size:10.5pt; font-family:"Helvetica","sans-serif"">7. Yep, you get exp at the end of every session and extra when a story arc is complete.

<p style="margin:12pt0in;line-height:16.5pt;"><span style="font-size:10.5pt;font-family:"Helvetica","sans-serif"">8. I’ll split that into a new section:

<p style="margin:12pt0in;line-height:16.5pt;">''<span style="font-size:10.5pt; font-family:"Helvetica","sans-serif"">“If the attacker is above your block value, but lower than the block zone value, your shield is able to soak a certain amount of the damage. ''<span style="font-size:10.5pt; font-family:"Helvetica","sans-serif"">

<p style="margin:12pt0in;line-height:16.5pt;">''<span style="font-size:10.5pt; font-family:"Helvetica","sans-serif"">For example, a player with a block of 3 wielding a tower shield (soak 4, block zone 2) is attacked, if the attacker gets less than 3 successes, the attack is fully blocked and no damage is dealt. If the attacker rolls 3-4 successes, the shield will absorb 4 of the damage that would be dealt to the player. If the attacker rolls 5 or more successes, the player will take full damage (i.e. the player failed to get it in the way in time)” ''<span style="font-size:10.5pt; font-family:"Helvetica","sans-serif"">

<p style="margin:12pt0in;line-height:16.5pt;"><span style="font-size:10.5pt;font-family:"Helvetica","sans-serif"">9. The feat “Buffer” specifically increase armor DV.

<p style="margin:12pt0in;line-height:16.5pt;"><span style="font-size:10.5pt; font-family:"Helvetica","sans-serif"">Hmmmm…. I guess I should work in a way for people to upgrade their armor? My preliminary thoughts are that starting weapon levels can upgrade armor stats, but the exp cost for upgrading armor will be higher to make sure they don’t have more soak than health… Looking back, I also dropped the price of upgrading weapons, since you will usually need to buy two levels at the same time.

<p style="margin:12pt0in;line-height:16.5pt;"><span style="font-size:10.5pt; font-family:"Helvetica","sans-serif"">10. Some generic value. It’s legacy from testing some of the formulas.

<p style="margin:12pt0in;line-height:16.5pt;"><span style="font-size:10.5pt; font-family:"Helvetica","sans-serif"">

<p style="margin:12pt0in;line-height:16.5pt;"><span style="font-size:10.5pt; font-family:"Helvetica","sans-serif"">Thanks! Keep up the good Proofreading! I look forward to hearing more from you!

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