Hey guys, here is part two… -Energy Mechanic – Energy - TopicsExpress



          

Hey guys, here is part two… -Energy Mechanic – Energy will now be used for a mechanic I call, “Recharge”. Every character will be able to use this ability in some form or another; it will NOT be useful only to certain classes. Using this new mechanic, every character may decide at the beginning of any combat round or once a turn (out of combat) to “recharge” either an ability or a magical item. A “recharge” roll will simply be a D20 roll, needing a result under your Energy attribute to work. Let’s break it down a bit. Every character will now have several abilities that can be “recharged”. These may come from race, class, or some other source, such as a spell. Also, I will be adding what I call “Feats or Talents” (haven’t decided what to call them just yet) that will grant your character these additional abilities. These will be gained at 1st, 5th, 10th, and 15th level. An example of an ability would be: Warrior Talent – 1st level – Deep Strike: Deal double dice damage on your next melee attack. So using this one example, a warrior could use this ability, and then the following round attempt to “recharge” it. If his roll is successful, the ability comes back “online” to be used again; even within the same round he recharged it. With several lucky rolls, he could theoretically use this ability every round. But remember, you can only recharge one power, once per combat round or turn, regardless of success or failure. So having multiple abilities on “cooldown” becomes even harder to manage. But it doesnt just stop there. Magical items will now be using this mechanic as well. For example; wands, staves, and rods will no longer use or have “charges”. Much like an ability, you will use the item, and then the following round attempt to “recharge” its effect. For example, a wand of magic missiles will no longer come with 80+ charges; you will simply use the item, and then each round attempt to “recharge” its power to be used again. Also, I will no longer be using the standard, old school magic item generation charts in the old Dungeon Master’s Guide. So you will start to see more item magical items with powers than can be recharged. It should also be stated that monsters will also be using this mechanic. Abilities like a dragon’s breath weapon or an ogre magi’s cone of cold will fall within under this rule. Even the lowly goblin will have some power to use, even though their energy score will probably be too low for them to recharge it multiple times. Also, some abilities will require multiple “recharge” rolls to bring back online. For example, a dragon’s breath weapon will have a Recharge III, meaning it will take 3 recharge rolls to bring back online, there by preserving their original use of once every three rounds. So there it is! The big sweeping mechanic I am attempting to implement. I really feel that using this, it will promote people to play those races that rarely get played. It will also help to separate warriors from each other, as some may take abilities that are defensive or use a shield, while some may take big damaging abilities. It should go without saying that, this is something that is still being designed and thought up, and is in no way set in stone or without altering. In fact, it will probably be the biggest part to be added to the game and will undergo the most tuning. So please, bear with me and help me out! Also when it comes time actually write up the talents/feats, I will be asking for suggestions, because the more input I receive, the more abilities there are that will make it into the game! As always any feedback or questions are encouraged, or if you like the changes or simply want to say “hey I read this!” hit the like button!
Posted on: Sat, 08 Nov 2014 23:59:51 +0000

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