Difference between revisions of "GenericWuxiaAction"

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(Generic Wuxia Action)
(Generic Wuxia Action)
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III - 30
 
III - 30
  
This prevents players from constructing god-weapons with all their bonus points placed into Strike, and ensures that the disparity between two combatants wielding Weapons is minimized.
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This prevents players from constructing god-weapons with all their bonus points placed into Strike, and ensures that the disparity between two combatants wielding Weapons is minimized. (Jontwo)
  
  

Revision as of 21:36, 7 May 2006


Generic Wuxia Action

Goal: to provide solutions for several rough spots in the WotG ruleset with an eye towards providing for a more generic wuxia feel to WotG.


Initiative: If you attack or defend against someone with a lower initiative count than yours, you may add 1d to your skill pool that can exceed the 7d cap.


Dual-Wielding: To dual-wield offensively, a character chooses two and only two weapons. She selects one to be her primary weapon, and one to be her secondary weapon. She adds one +5 modifier to the primary weapon's statistics, placed anywhere those of the secondary weapon exceed the primary. These settings, which include the status of primary/secondary and the location of the +5 modifier, may be changed at any time. Critical Effects are always those of the primary weapon.

Paired weapons and two-handed weapons may not recieve a dual-wielding bonus, even if the wielder has some method of holding multiple copies at once.

There is no mechanical reason to dual-wield defensively, as one may simply use the off-hand weapon to defend as needed.

This change ensures that dual-wielding is toned down, and is effectively a +5 bonus for using your off hand. This brings it into line with Paired and 2-Handed, which provide five extra points to weapon statistics. (Jontwo)


Paired Weapons: Paired weapons come as a pair when purchased. This explicitly applies to Quality or Perfect paired weapons as well as standard ones. This makes Paired weapons cheaper to purchase, as their benefit is on the same mechanical level as Two-Handed and the cost should thus be identical. (Jontwo)


Unarmed Efficiency: Iron Fists costs a flat 4 destiny, and provides two +5 modifiers to Palms and Kicks individually. Palms and Kicks may be Dual-Wielded, as they are not Two-Handed or Paired weapons. This allows Unarmed characters fighting with a combination of punches and kicks to achieve +15/+10/+0.


Dodge: In interest of allowing for a way to make Dodge a viable method of defence, the dodge bonuses from Lightfoot now stack with any regular kungfu dodge adders. This makes dodging viable (if slightly expensive) defence method due to the adding of another static modifier. This also has the effect of weakening Ranged attacks slightly. (Jontwo)


Ranged Attacks: The penalty for parrying ranged attacks is now -5, with full strike bonuses applying. This makes a ranged parry tech rather useful, or a dodge tech + lightfoot combo much better, but parrying is still viable instead of a really bad idea.


Count-up Techs: A problem with putting a mechanical limiter into tech usage in WotG is the probability of making it a bit too complicated. Tech usage is really a tactical thing that each person has to decide on their own. If you had to, put something in regards that you have to use one tech from ranks 1-3 before moving on to 4-6, but keep it reasonably loose.


Weapons + God Weapons: Non-quality weapons are restricted to a maximum strike of +10. Quality and God weapons may have a +15 strike. For the sake of focusing on the characters instead of their equipment only allow the equivalent of Class 3 Earthly weapons into the game.


God Weapon Caps: All God-weapons now have stat caps according to their class.

I - 20

II - 25

III - 30

This prevents players from constructing god-weapons with all their bonus points placed into Strike, and ensures that the disparity between two combatants wielding Weapons is minimized. (Jontwo)


Wagering Destiny: This will be the generic way of improving your character if you want to bypass the time constraints or training time or to buy plot points. Come up with a desired result (ex I want to become Emperor) and wager an amount of destiny equivalent to the scale of the result 1-2 for something small, 3-6 for something moderate, and 7+ for something reasonably earth shattering. The GM will counter with either an increased destiny cost or additional complications for your desired result. This continues until something reasonably satisfying is achieved and the points are spent. In the case of plot points, these spent points go towards the buying of definate game effects once the plot point is complete.

Revised and Expanded Weapon Chart

Note: mechanical compression of strike courtesy of Jon2. All other weapons not appearing in the regular chart are courtesy of Brad Elliot by way of the Eos Forums.

Unarmed
Weapon Speed Strike Damage Type Notes
Bite +0 +0 -5 B
Punch/Kick +15 +0 -5 B


Brutal Weapons
Weapon Speed Strike Damage Type Notes
Gauntlets +15 +0 +0 B 9
Shield +5 +10 -5 B 10
Baton/Flute/Pan +15 +0 -5 A/B 5,9
Club/Hammer/Mace +10 +5 +5 B 4
Big Club/Melon Hammer +10 +5 +10 B 1
Flail +10 +5 +0 B 2
Staff-Flail +5 +5 +5 B 1,2
Staff +10 +5 +5 B 1
Wolf-Tooth Staff/Iron Cudgel +5 +10 +10 B 1, Wealth 2


Artful Weapons
Weapon Speed Strike Damage Type Notes
Hand Axe +10 +5 +0 A 9
Battle Axe +5 +10 +10 A 1
Whip +15 +0 +0 A/R 2,6, Range 1
Small Knife +15 +0 -5 A 9
Dagger or Katar +15 +0 +0 A 4,9
Short Sabre +10 +5 +5 A 4,9
Nine Ring Sabre +5 +5 +10 A
Jian/Sabre/Long axe +5 +10 +5 A
Chang Jian (2 Handed Longsword) +5 +10 +10 A 1
Greatsword +0 +10 +15 A 1, Wealth 2
Judge's Brush +15 +0 +0 A 9
Short Spear +10 +5 +0 A 9
Long Spear +10 +5 +10 A 1
War Lance +0 +5 +15 A/R 1, Range 1
Long-handled Sabre (Kwan Dao) +5 +5 +15 A 1


Kungfu Weapons (requires special training to use)
Weapon Speed Strike Damage Type Notes
Rope Dart +15 +5 +0 A/R 1,6,8, Range 1
Fire Wheel +15 +0 +5 A 3,4,8
Blade Wheel +15 +5 +10 A 8
Wind-Fire Wheel +15 0 (+5) +5 A 3,4,8, Paired only
Demon Tiger Claws +15 +5 +5 A 1,4,5,8,14, Wealth 2
Great War Fans -5 +5 +10 A/B 1,4,8,10, Wealth 5
Sectional Steel Chain +15 +0 +10 B/R 1,2,6,8
Chain Sword +10 +5 +0 A/R 3,6,8
Heaven and Earth Sun and Moon Sabre +10 +5 +10 A 1,3,8, Wealth 2
Short Hook Swords +10 +5 +5 A 3,4,8
Three Section Staff +10 +5 +5 B/R 1,2,8, Range 1
Seven Section Staff +10 +5 +10 B/R 1,2,3,8, Wealth 2
Stone Column -10 +10 +20 B 1,8,10
Nine Dragon Trident +0 +10 +15 A 1,3,8, Wealth 2
Tang-Ba +15 +5 +5 A 1,3,8
Ten-head Falling Star Hammer +0 +10 +10 B/R 1,2,8
Deadly Iron Umbrella +5 +10 +5 B/R Already Quality, 1,8,10,11, Wealth 5