Monday, June 07, 2010

Protosal: What he said.

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.

  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 while wielding a dart, they decrease the number of darts 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.

Change the type of the weapon “dagger” in the table in rule entitled “Weapon List” to “melee/ranged”

Discuss.

Comments

lilomar:

07-06-2010 15:31:02 UTC

and, although it obviously does nothing yet, EAV -  for daggers do both

Galdyn:

07-06-2010 16:09:41 UTC

not sure yet.

I like everything but the armors. I don’t know if armors should reduce at a flat rate like you have here. Plus a shield and worn armor are not the same thing. Shields should be off-hand equips while armors are worn on the torso. But daggers do both, especially since rouges get 10 of them according to the current ruleset.

lilomar:

07-06-2010 17:01:51 UTC

I don’t think that armors should reduce at a flat rate either, but it seems to be the best implementation given the current info. Notice that the Armors are in a table, which allows for future expansion into more attributes.

One of those attributes should eventually (soon) be making different equippable locations, arms, head, cloak, torso, boots, etc. But I didn’t want to try to add an equipment slot system in in addition to everything else. This is long enough already.

lilomar:

07-06-2010 17:11:23 UTC

realized my pipe-formatting is off on the first table.

I need to put a double-bang instead of a single after the first one on each line. Ditto for double-pipes.

lilomar:

07-06-2010 17:19:54 UTC

note to self - fix daggers so that they go down like darts. actually, make some ranged weapons thrown, mark them as such in the weapon-table, and apply the decreasing amount rule to all of them.


Oh and I changed the rule from DC’s proposal so that you can equip items at will instead of daily. makes more sense to me that way, but if you don’t agree, speak up.

Bucky:

07-06-2010 17:58:27 UTC

RE:“may not Fight a Monster in a Melee Encounter unless they are wielding a melee weapon.”

This wording was originally rejected because it didn’t allow unarmed combat.

lilomar:

07-06-2010 18:26:25 UTC

ah. wondered about that awkward wording. I’ll change it to “may not Fight a Monster in a melee encounter unless they are wielding a melee weapon are not wielding any weapon.

lilomar:

07-06-2010 18:30:41 UTC

gah. I also forgot to add “the weapon and armor an @ is currently wielding and/or wearing are tracked in the GNDT, and default to “None”.

scshunt:

07-06-2010 22:01:54 UTC

imperial