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Feature Request: Balanced Stable of Melee Weapons of Various Sizes #711
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Feature Request
This is a request for a rule, item, or function that didn't exist before
Yellowlit - Awaiting Assignment
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Turtlelord26
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Yellowlit - Awaiting Assignment
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Nov 4, 2018
Turtlelord26
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Nov 4, 2018
Price is pretty arbitrary. Damage numbers come out to 84 with 7Str and 7Dex and 120 with 9Str and 7Dex. solves the gripe portion of #711
Turtlelord26
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Nov 4, 2018
…eapon Adding the Whackbush Arms Spear, a lv 1 2-h weapon
Turtlelord26
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Gripe: No 2-handed size melee weapon at lv 1.
Feature Request: Balanced Stable of Melee Weapons of Various Sizes
Nov 17, 2018
rosebrallier
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Jan 10, 2019
* bumped version number * added some rules about attack dogs * added tricks * removed features not yet tested in RC before mass move to play in version bump to Beta 0.0.11 modified: 01_01_Basic_Rules.txt deleted: 02_01_Advanced_Movement:_Microgravity.txt deleted: CharacterCreation/00_New_Player_Walkthrough.txt deleted: CharacterCreation/01_03_Races_Tundari modified: CharacterCreation/Class-Specific Documentation/Doctor Procedures.txt * Revert "added tricks" * version bump and removed files that aren't ready * Add Initiative Rules I'm shocked we didn't have this written down. * Rate-limit Reactions Small cleanup on initiative wording. Large cleanup on Reaction wording. Snuck in a real live definition of Free Action while I was at it. I'm bad at avoiding scope creep. * Small but significant typo * Skills Details- Basic Rules * Leveling up clarity Made the Skill P. column more obviously a cohesive phrase. * Update grenade damage types to current usage Primarily for #493. In accordance with #491, explosive damage references unaltered. -all instances of burn damage changed to fire damage -frag grenade primary damage tagged as ballistic -instances of Poison replaced with Internal -CID grenade damage typed as Internal -Plasma grenade damage typed as plasma -Wording update on C10 - the reflex paragraph referenced it as a grenade but it is not a grenade. * Melee weapons no longer have explosive damage Sledgehammer and Power Fist now deal regular ballistic damage ... or would if any melee weapon specified its damage type. Scope crept on instances of skill being used in damage calculations of thrown weapons. They are gone now, per #508 * Clarify Explosive damage Is now not also concussive damage. 'Concussive' as a damage is now effectively deleted from Compound X. Individual effects that want to do unusual things re armor but are not explosive must be given prose rule exception text in their notes sections. * Update 04_01_Melee_&_Thrown_Weapons.txt Note: C10 Jury-rigging DC is completely arbitrary * Update 04_06_MachineGuns_HeavyWeps_&_RocketLaunchers.txt Wheeeeeee Explosives skill req changed to reflect current skill/lvl scaling * Update 07_Items.txt So many capitalizations Athletics skill replacing Str skill Phrasing of Hacking checks * removed stuff not ready to ship to RC deleted: 01_01_Species_Human deleted: 01_03_Species_Tundari * Update 04_06_MachineGuns_HeavyWeps_&_RocketLaunchers.txt * Update 01_02_Combat_Rules.txt Fixed some typography Dropped grenade use pre-req to 6 Weapons - Explosive skill * Update 01_01_Basic_Rules.txt "at will" and "using your SPG" readability edits * Reaction cap moved from 1 to 3 by request from @bleehu * Revert "added universal translation devices" This reverts commit b1e1c3b. * Revert "added Juggler Feat" This reverts commit 5e3fb57. * Revert "Merge branch 'Turtlelord-Melee_2.1_Project-Superbranch' into dev" because melee 2.1 isn't quite ready for play yet. This reverts commit 45eb5e0, reversing changes made to c8cda1f. Conflicts: 01_01_Basic_Rules.txt Changes to be committed: modified: CharacterCreation/02_Classes.txt modified: CharacterCreation/03_Feats.txt modified: Items/04_01_Melee_&_Thrown_Weapons.txt * Added Hunter's Dog document, As well as basic rules for dog and reference in classes doc. Added warning about projection onto the dog. Attempting to keep dog mechanics very simple. Though I don't think I've achieved my goal of making the hunter class feel like predator. Changes to be committed: modified: 02_Classes.txt new file: Class-Specific Documentation/Hunters_Dog.txt * added dog food item * added dog toy item * added dog collar/leash * changed description of hunter class; no longer an emphasis on nanite usage * Removed old hunter nanite class feats. Added Tracker, Spotter and Pack Hunter feats modified: CharacterCreation/02_Classes.txt * Changed collar to harness * removed 'crit' from hunter class feats * Clarify use of Repair/Medkits to Stabilize #506 Now provides +20 to the check. Also did some clarity work on the Stabilization section. * Update Stabilization Rules per Review Added failure, critical success & failure, repair vs medicine, and repair/medkit persistence. Added Blee's houserule for maximum number of revivals per encounter. * Review updates * One sentence structure note * Critical Success now (probably) supports Luck * Typo * Critical skill checks (#592) * Critical skill checks * critical skill edits Edits per Turtle * add-crit-fail-gm-discretion * Flashbang save update. Now an Awareness save at the old DC, rate-limited to once per round as before but with better templating. Save at the end of turn to avoid giving players two saves against the grenade before their first actions. * removed line about getting attention; trained attack dogs don't need toys for getting attention. * Added definition of "rounds" and "turns" Applied new deffinitions to weapon attachments, grenades, Engineer Proceedures, and Doc proceedures. modified: ../03_Glossary_of_Terms.txt modified: ../CharacterCreation/02_Classes.txt modified: ../CharacterCreation/Class-Specific Documentation/Doctor Procedures.txt modified: ../CharacterCreation/Class-Specific Documentation/Engineer Processes.txt modified: 04_00_WeaponAttachments.txt modified: 04_01_Melee_&_Thrown_Weapons.txt * added notes on dual wielding melee weapons modified: 03_Feats.txt * rebased from Hunter Superbranch to base of dev Changes to be committed: modified: ../01_02_Combat_Rules.txt modified: 04_02_Pistols.txt modified: 04_03_SMGs_&_Shotguns.txt modified: 04_04_Carbines_AssaultRifles_&_BattleRifles.txt modified: 04_05_Long_Rifles_&_DMRs.txt modified: 04_06_MachineGuns_HeavyWeps_&_RocketLaunchers.txt * removed old % notation from dual wield feat * removed sniper rifle from hunter class * bumped version to 0.1.5 * added new class feat to hunters: Matador * changed name of hunter class feat from Matatdor to Bushwhacker * changed had to wielding in bushwacker feat for hunter * Updated "miss chance", to "Accuracy" Changed all instances of the usage of the words "miss chance", to "accuracy" in order to reflect the current Combat 2.0 changes. * Added Flechette Shells High powered Shotgun only Ammo has been added! * Typography oops. * Typo. Them -> Then in "Firing into Melee Combat" * Added Welding Torch, added #s to descriptions Added Eliazar Welder, identical to the Plasma Torch but with Fire damage type, reduced cost, and increased working time. Bumped Plasma Torch to lv 5 for more consistency in when players have access to plasma damage. * Update Melee Damage Calculations, add Damage Types Design consistencies. Daggers should do about 50 damage for someone with 7 Dex & Str (mods of 8), Swords 80. Nonexotic Light weapons have a maximum total attribute modifier of 2, One-handed 3. Two-handed can go higher with Str mutipliers. * Tools like torches get no attribute bonuses. * Daggers receive 2x Dex but no Str, * Swords and Axes get 2x Str and 1x Dex * Spears and hammers, for example, I would rate at 3x Str, no Dex Throwing weapons set approx equivalent to their melee counterparts, dropping a level of STR mod if applicable. I gave the Axes +10 damage compared to to the knives. Specific Notes: The grabber knife lost 10 damage from the new baseline for its ability to start free grapples. I reworked the rest to be more streamlines. The whip's target damage is 66. The Fist and sledge hammer kept their obnoxiously high Str multipliers, but had base damage reduced to keep the ceiling reasonable. * Cut Sword ranges from 2 to 1m Melee weapons, barring exotic outliers and specific reach weapons, should all have range 1. * rearranged damage types and armor to surface fall damage rule, did some style cleanup * stylized and re-ordered skills document * Review notes: Put APL back in Thrown + misc and word choice. * Fixed spelling and grammar errors from review modified: CharacterCreation/02_Classes.txt modified: CharacterCreation/Class-Specific Documentation/Hunters_Dog.txt modified: Items/07_Items.txt * De-duplicated and re-arranged basic rules added Primary and Secondary Stats to glossary removed some feats rules from feats document, added feats section to basic rules re-wrote secondary stats section fixed b0rk'd headings not diplaying properly More work is yet to be done; in particular, the character creation section is still duplicated. But I figured this already had enough scope creep to get bogged, so I'll continue in another PR. modified: 01_01_Basic_Rules.txt modified: 03_Glossary_of_Terms.txt modified: CharacterCreation/03_Feats.txt * clarified when overcharge ammo jams * added new Duck Bob and Weave feat * At long last, Fire Extingushers * Rework Heavy Weapon Expertise 36 Pt Bonus Again. #572 Now gives accuracy bonus to the "Laying Down Fire" aesthetic. * Typography * some cleaning up of weapon attachment rules in basic rules and wep attachments. modified: 01_01_Basic_Rules.txt modified: Items/04_00_WeaponAttachments.txt * Update 07_Items.txt * finished doing a style pass on weapon attachments. Added flavor text to the attachments that were missing it. * Moved Damage Type after attribute mods Also gave the Power Fist and Sledgehammer minimum damage. * Review Typography * Word Choice and Typography * made spelling/grammar corrections requested by rb modified: 01_01_Basic_Rules.txt * Added some grammar clarity to weapon attachment pass modified: 01_01_Basic_Rules.txt modified: Items/04_00_WeaponAttachments.txt * Clarify Suppression attacks wording #646 * more spelling and grammar fixes on weapon attachments modified: 01_01_Basic_Rules.txt modified: Items/04_00_WeaponAttachments.txt * clarified spotter class feat for hunters * Version bump to 0.1.6 modified Readme.md * Updated: Flechette Rounds A number of changes have been made. -Word use and language has been changed to reflect ease of reading. -Weapon pronunciation has been altered. -Range brackets have been given a debuff to encourage close range fighting -The additional armor hit penalty has been removed for ease of number crunching and to help balance the weapon. * grammar check for new hunter modified: CharacterCreation/02_Classes.txt * Revert "Merge branch 'R_C' into dev" This reverts commit bfd41f4, reversing changes made to 93de607. Changes to be committed: modified: 01_01_Basic_Rules.txt new file: 02_01_Advanced_Movement:_Microgravity.txt new file: CharacterCreation/00_New_Player_Walkthrough.txt new file: CharacterCreation/01_01_Species_Human new file: CharacterCreation/01_03_Species_Tundari modified: CharacterCreation/02_Classes.txt modified: CharacterCreation/03_Feats.txt modified: CharacterCreation/Class-Specific Documentation/Doctor Procedures.txt modified: CharacterCreation/Class-Specific Documentation/Engineer Processes.txt deleted: CharacterCreation/Class-Specific Documentation/Tome of Spells.txt modified: Items/04_01_Melee_&_Thrown_Weapons.txt modified: Items/07_Items.txt modified: README.md * VAE Combat Sword Typo Attr -> Attr mod in damage calculation. Intended change from the big damage PR, but missed in review. * Rewrote Critical Hit Rules There are now charts! And Terminology! And best of all! No Math! * Added Armor Strength to Glossary * Not committing directly to dev * Added Armor Strength to Glossary * Clarify Mendar Ability 'Colorful!' Mendar's Colorful! Ability could be misinterpreted to allow Opaleites to turn people into followers #529 * Condensed tables into one Fixed the things! * Add Automatic Fire Concurrent d10 rules Added rules for concurrent d10 automatic-fire. * added awareness stat for hunter dog * Added Pho-Ox Added the poison Pho-Ox, a Nettle Agent. This is based on the real-life organic chemical weapon, Phosgene oxime which, fun fact as opposed to VX gas is abrieviated as CX! This chemical is actually corosive to metal, but in this ability I've radically exagerated how much damage pouring it into a robot would do with the conciet that this is an unspecified derivative of Phosgene Oxime, not the chemical itself. This poison is to be unlocked at level 3 as an alternative to Harmasist Spike. modified: Doctor Procedures.txt * Reference Jam Range in jamming rules. * Purge vestigial Guard DC references. * Vestigial Guard DC pruge pt 2 * Add explicit melee and guard crit rules. * added explicit grant of level 1 procedures to medic modified: 02_Classes.txt * added Pho-Ox to Malpractice tree, re-arranged starting procedures. * Updated nitpicks Mostly focused in the second paragraph. Some extra details were added, and those will probably need to be reviewed for flow and how it fits with the item description. We're almost there * added Neural Afib ability to replace pasteurize modified: Class-Specific Documentation/Doctor Procedures.txt * minor spelling fixes to doctor class description modified: 02_Classes.txt * Added Melee Accuracy Crit-Fail Aimed at addressing Weapons - Melee skill use concerns. * Despecified redundant critical rule, plus typo. * Add Improvised Melee Weapons. Scope Crept to de-caps lock all the headers. * Rules Support Added for Improvised Weapons * Added special crit-fail for firearm improv weapons * Add Thrown Expertise, Update Improv Brawler. Improv brawler now applies to thrown expertise and improv thrown weapons. Seems unneccesary to have two different feats for those effects. * added flavor text to conditions and changed descriptions to full sentences in the third person. modified: 01_05_Conditions.txt * Changed style of Doctor Class Feats and added flavor text to the Doctor class modified: 02_Classes.txt * restyled Soldier Class Feats and removed Battle Adrenaline, added Battle Hardened and Grizzled Veteran. Simpler to play, and adds tanky-ness to the Soldier class in accordance with design docs. Also removes another instance of old-instance nanites. * rewrote Specialist Class Feats existing feats were of the old nanite aesthetic. * restyled Engineer Class Feats. * rewrote Hacker Class description and feats added `Characters/Class-Specific/Hacker Exploits.txt` This is not meant to be a long-term rewrite of the class, but instead a formalizing of the existing hand-wavy makeshift system in place already. This is why we are missing numbers for disrupting weapons, cameras or enemy security drones for instance. modified: 02_Classes.txt new file: Class-Specific Documentation/Hacker Exploits.txt * rewrote Pilot Class Feats And restyled them as well modified: 02_Classes.txt * restyled Gunslinger Class Feats modified: 02_Classes.txt * rewrote Assassin Class Feats in order to remove the old nanite aesthetic and to take much better advantage of the new melee rules. modified: 02_Classes.txt * rewrote Marksman Class Feats the old ones were out of aesthetic. The new Marksman class abilties lean into their role at eleminating key targets such as enemy medics, hackers, etc. modified: 02_Classes.txt * restyled Berserker Class Feats modified: 02_Classes.txt * added entry in the glossary for Encounter modified: 03_Glossary_of_Terms.txt * With the release of melee 2.1, let's call this a major release! modified: README.md * spelling corrections in glossary * Clarity and Typographical Review Notes * Clarity Review Updates * Clarity Review Updates * spelling and grammar fixes for Soldier class feats * spelling in Pilot Class feats modified: CharacterCreation/02_Classes.txt * spelling corrections in specialist class feats * Grammar/spelling in Doc class feats * spelling and grammar in conditions modified: 01_05_Conditions.txt * Pwn pronunciation guide Files Changed: Hacker Exploits.txt * Swapped Pasteurize for Neural Afib in Doctor Tree image * Update 01_02_Combat_Rules.txt * added a how-to doc for making characters modified: 01_01_Basic_Rules.txt new file: CharacterCreation/00_00_Creating_a_character.txt renamed: CharacterCreation/00_New_Player_Walkthrough.txt -> CharacterCreation/00_01_New_Player_Tips.txt * Add AoE Flamethrower Added a second flamethrower with AoE * Revise Flamethrower AoE Added flame on ground rules. Moved weapon to the correct section. * Add vacuum flame thrower fuel * spelling Afibrillator modified: CharacterCreation/Class-Specific Documentation/Doctor Procedures.txt * some grammar and rules clarification. modified: CharacterCreation/02_Classes.txt * version number bump modified: README.md * Added requested spaces added spaces between skill and stat in pilot class feats * added addendum to Grizzled Vetran As per RoseB's request, we've excluded crit fails from being overridden by the Grizzled veteran feat. * Clarity, Consistency, and Prose in Damage Types Cleaning up, adding prose, and template consistency. Added explicit defensive rules to all damage types, and restyled BPL into damage types instead of weapon types, which really doesn't change anything but is more consistent. That last bit is from #492. New Issue, but Fall damage really could move elsewhere, since nothing *deals* fall damage, characters only suffer it. Also New Issue: the sections on shield and armor are redundant if these changes go through, and can be deleted. One functional change: Added shield bypass property to Acid damage, since shields probably only block high-energy low-mass forms of attack. * deprecated the unbalanced cyborg species modified: CharacterCreation/01_Species.txt * Minor prose updates to plasma, typography * Further review typography * more spelling and grammar for conditions prose modified: 01_05_Conditions.txt * Adding the Whackbush Arms Spear, a lv 1 2-h weapon Price is pretty arbitrary. Damage numbers come out to 84 with 7Str and 7Dex and 120 with 9Str and 7Dex. solves the gripe portion of #711 * grammar and spelling in new prose-full conditions modified: 01_05_Conditions.txt * added burns stack modified: 01_05_Conditions.txt * per round * Add Critical rules to maneuver checks. #716 It's unusual for a skill check, but in line with the other combat rolls. Also I kinda want someone to accidentally discharge a pistol while grappling and trigger the shooting-into-a-melee rule *on themselves*. * Specified where Shooting into a melee applies For critical failure with loaded firearm as improvised melee weapon. * added breach and clear rules This should complete issue #722 modified: 01_02_Combat_Rules.txt * fixes from review of breach and clear
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Feature Request
This is a request for a rule, item, or function that didn't exist before
Yellowlit - Awaiting Assignment
Berserkers will thank us.
But more generally, we need more melee weapons to fill out all of the size categories at each level bucket.
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