Difference between revisions of "Journey Mechanics"
GnomeWorks (Talk | contribs) (→Armor) |
GnomeWorks (Talk | contribs) (→Armor) |
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==Armor== | ==Armor== | ||
− | + | Whenever you are hit, your armor usually prevents some of the damage; however, this damage doesn't simply vanish, but is instead applied to the armor itself. However much damage the armor absorbs due to its DR, the armor takes as damage. When armor is reduced to 0 hp, it no longer provides any benefits. | |
+ | |||
+ | Armor may be subject to a wound system similar to how hps will theoretically work at the moment - that is, armor doesn't suddenly stop working, but will gradually lose effectiveness as it loses hp. Chances are good that this will be a relatively simple system, as to avoid massive complexity. | ||
'''TABLE: ARMOR''' | '''TABLE: ARMOR''' | ||
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===Armor Materials=== | ===Armor Materials=== | ||
+ | '''TABLE: ARMOR MATERIALS''' | ||
+ | |||
''' LIGHT MEDIUM HEAVY''' | ''' LIGHT MEDIUM HEAVY''' | ||
''' AC DR WT HP AC DR WT HP AC DR WT HP''' | ''' AC DR WT HP AC DR WT HP AC DR WT HP''' |
Revision as of 16:20, 6 March 2008
Journey is the name I have given to the mechanics system that Trinity will possibly be converting to, in lieu of 4e.
Journey arises due to a good deal of frustration with certain elements of 3.5, as well as disappointment with the direction 4e is headed. Combine these issues with some conceptual difficulties with the sort of game 3.5 and 4e encourage...
These systems were not intended for Trinity. Trinity may have begun as a D&D setting, but D&D - in any incarnation - can clearly no longer hold the setting. It doesn't feel right anymore.
Journey will feel familiar. It has roots in 3.5, and borrows some 4e concepts. It will not be a completely different game, but there will be differences. Some will be more pronounced than others.
This system will take a long time to write, especially since 4e mechanics are still forthcoming, and I am interested in seeing what can be cannibalized for Journey.
That's all for now.
Armor
Whenever you are hit, your armor usually prevents some of the damage; however, this damage doesn't simply vanish, but is instead applied to the armor itself. However much damage the armor absorbs due to its DR, the armor takes as damage. When armor is reduced to 0 hp, it no longer provides any benefits.
Armor may be subject to a wound system similar to how hps will theoretically work at the moment - that is, armor doesn't suddenly stop working, but will gradually lose effectiveness as it loses hp. Chances are good that this will be a relatively simple system, as to avoid massive complexity.
TABLE: ARMOR AC DR WT HP Light Clothes +1 1/- 0 10 Outfit +2 1/- 0 10 Gear +2 2/- 1 20 Medium Jack +3 2/- 2 40 Cuirass +3 3/- 3 60 Coat +4 3/- 4 60 Heavy Mail +4 4/- 6 120 Harness +5 4/- 8 120 Plate +5 5/- 10 150
Armor Materials
TABLE: ARMOR MATERIALS LIGHT MEDIUM HEAVY AC DR WT HP AC DR WT HP AC DR WT HP Cloth Wool --- --- --- --- --- --- --- --- Linen -1 --- --- --- --- --- --- --- --- Silk +5 --- --- --- --- --- --- --- --- Denim +1 +1 +5 --- --- --- --- --- --- --- --- Hide Leather +10 -1 -1 Scale +1 +5 -1 -1 -2 -20 Shell +1 +1 +1 +2 +3 Chitin +1 +1 +2 +1 +1 +2 +1 +1 +2 Metal Bronze --- --- --- --- -1 -10 -1 -20 Iron --- --- --- --- +1 Steel --- --- --- --- +1 +1 +10 +1 +1 +10 Platinum --- --- --- --- +1 +1 +2 +1 Gem Crystal --- --- --- --- --- --- --- --- +2 +2 +4 +10 Diamond --- --- --- --- --- --- --- --- +3 +3 +6 +20 Other Wood --- --- --- --- --- --- --- --- -2 -2 +1 -20