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Showing results for tags 'strain'.
So after some play testing, I decided to change Strain (SN) from a number like hit points, to something that you would roll against. It is still made up of CON + PER, but this is now averaged to get a SN number. Each character will have 4 small boxes next to the SN number, for x4, x3, x2, and x1. Certain spells, using a number of MP over a certain threshold, and being wounded cause Strain rolls. If you fail the x4, you must roll in each subsequent round AND OR each subsequent time a SN roll is called for at the x3... and if that is failed at x2 and finally x1. Once a x1 roll is failed, the character breaks or falls unconscious, depending on circumstances. Ex. Syrene the Sorcerer casts Ill Wind on a group of Bokemono. The spells requires the character to make a Strain check. Since she has not suffered any strain yet, the roll is SNx4. If failed, the next time she casts a spell with strain OR at the end of her next round she must make a SNx3 roll and so forth. Success halts the progression but only actual rest resets the SN back to the x4 mark.
So Encumbrance is one of those things that has vexed game designers and games for a while. I think I have finally found the solution I like the best. You will have a slots for equipment and money. The body, backpack, and extra slots based on SIZ. Exceeding this will cause issues in skill use and combat, likely a 5% penalty per overloaded slot. The Body Armor, Shield, Back, Left Hip, Right Hip, Extra Slot 1, Extra Slot 2 Coin Purse 1 and 2 = 40 coins each Pack 8 Slots Extras SIZ 12, SIZ 14, SIZ 16, SIZ 18, SIZ 21 - Useable if a character is that size