Quorumed, 14-0 -Darth
Adminned at 08 Jun 2010 21:18:12 UTC
If the Proposal “Wielding stuff, throwing stuff, enchantments, and other obnoxious things” passes, this Proposal does nothing.
Append the following text to the end of rule 2.5, “Stats and Weapons”:
There exist Armors, which are a type of item. If an @ carries an Armor, they may be wearing it.
Add a new subrule to rule 2.5, “Stats and Weapons”, titled “Wielding, Wearing, and Enchantment”, with the following text:
An @ may change their wielded weapon to any weapon which they carry, or to no weapon. An @ may only wield one weapon at a time.
An @ may change their worn armor to any armor which they carry, or to no armor. An @ may only wear one armor at a time.
The weapon an @ is currently wielding, and the armor they are currently wearing, are each tracked in GNDT columns, which both default to “None”.
All weapons and armors have an enchantment. An enchantment is an integer, and may be positive, negative or zero. If the name of a weapon or armor includes “+X” where X is a legal value for an enchantment, its enchantment is X. If the name of a weapon or armor includes “-X” where X is a legal value for an enchantment, its enchantment is -X. If a weapon or armor does not specify an enchantment, its enchantment is 0.
Add a new subrule to rule 2.5, “Stats and Weapons”, titled “Weapon List” with the following text:
The items listed in this table are weapons, with damage and type (melee or ranged) as specified:
{| border="1"
|-
! Name !! Type !! Damage ((dice)D(sides))
|-
| two-handed sword || melee || 3D6
|-
| axe || melee || MDN
|-
| dagger || ranged || XDY
|-
| mace || melee || 1D6
|-
| short sword || melee || 1D8
|-
| quarterstaff || melee || 1D6
|-
| longsword || melee || 1D12
|-
| dart || ranged || 1D2
|}
Whenever an @ fights in a ranged encounter while wielding a ranged weapon, they decrease the number of that weapon they carry by 1.
Where M,N,X, and Y take on the values specified in the EVC to this Proposal of the RNG. If the RNG does not specify a value for any of the above letters, it defaults to 1.
Add a new subrule to rule 2.5, “Stats and Weapons”, titled “Armor List” with the following text:
The items listed in this table are armors:
{| border="1"
|-
! Name
|-
| ring mail
|-
| small shield
|-
| robe
|-
| leather armor
|-
| cloak of magic resistance
|-
| Hawaiian shirt
|}
Change:
The result of the die roll (whichever is used) is the Damage Dealt.
in Rule 2.8 to:
The result of the die roll (whichever is used), plus the enchantment of whatever weapon the @ wields, minus the enchantment of any armor worn by whatever the @ is fighting, is the Damage Dealt.
Change:
The RNG shall role XDICEY in the GNDT where X is the Monster’s Dice and Y is the Monster’s Sides, and decreases the @‘s HP by the result.
in Rule 2.8 to:
The RNG shall role XDICEY in the GNDT where X is the Monster’s Dice and Y is the Monster’s Sides, subtract from that the enchantment of any armor the @ is wearing, and decreases the @‘s HP by the result.
Rename rule 2.5 “Stats and Weapons” to “Stats, Weapons, and Armors”.
If at least half of the EVCs to this Proposal do not contain the phrase “daggers do both”, then the rest of this Proposal does nothing.
Change:
A Weapon can be ranged or melee
in rule 2.5 to:
A Weapon can be ranged and/or melee
Change:
and may not Fight a Monster in a Melee Encounter if they are wielding a ranged weapon.
in rule 2.8 to:
and may not Fight a Monster in a Melee Encounter unless they are wielding a melee weapon or are not wielding a weapon (are unarmed).
Change the type of the weapon “dagger” in the table in rule entitled “Weapon List” to “melee/ranged”
Allowing an @ to wear/equip different types of armor/weapons to different equipment slots is beyond the scope of this proposal, and should be implemented later. (how to do so is left as an exercise for the reader.)
Also, there are two mutable effects to this proposal - everyone should either put “daggers do both” or not, your choice, and the RNG should specify the values for axes and daggers. I made sane defaults if you don’t, however.