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aspirant's Issues

Throwing and Munitions Overhaul

Thrown weapons differentiate between harming / utility.

How do you calculate thrown damage bonus?

Sling should allow using accuracy.

Sling trait proposal: go all in on ranged weapon + throw skill modifier
Loading 0
Capacity 1 (Throwable munition)
Does subtract basic bonus to damage
Uses basic/artisan bonus from munition (??? need to ruminate on quality of munitions)
You can Substitute accuracy for athletics when throwing with this weapon.
Throwing skill checks using this weapon gain +1 range.

So, with basic scaveneged rocks (basic throwable munition): damage bonus = (2 x 3) -1 = 5 = damage 1 (-1)
with artisan sling bullets, damage bonus = (2 x 3)+1 = 7 = damage 2 (-5)

When throwing my bombs, I just do an accuracy check to throw up to close range to do the damage listed by the ritual (res +2 = 6 = 2 (-5)) 
so basically my bomb ritual (without modification) is basically just crafting sparkling artisan sling stones
the middle bullet point is so that a basic sling has -1 penalty to damage for being shoddy

Training Ideas

When driving a cart you can socialize with anyone on the cart.

Simplify number of non skill dice rolls (ideally remove entirely)

  • Initiative should be a reflex skill test, or a flat value, I'm not certain, initiative is always a huge waste of game time, maybe roll once and you can do a downtime activity to reroll your initiative value? Players always win ties? IDK.
  • Maybe kill movement distances (do something with dropping initiative value if out of range instead, or effect the negative of moving in combat).
  • Damage should be potentially removed, it only happens when creatures are dying and for the most part injury is a death sentence anyway. Should simplify to just a single damage value for a weapon and you can roll to push for the next bracket with a training?
  • Maybe do away with hit locations, make it selective or assume you always hit a limb, make armour track "vitals covering", and "extremity covering"? Not super convinced of this one though.

Activity Updates

Socialize lets you learn others trainings,

Buddy up training lets you do same thing as someone else with a bonus. (maybe give anyone an aid / reroll?).

Syntax Wonkiness

Pit Fighter et all, should be good stat first for players parsing.

New Combat Page

Need a new Combat Page that clearly explains what combat is and links to all child pages related.

Critical System

  • On box cars, increase injury tier / make it a critical injury.
  • Roll this into called shots, maybe to increase crit range.

Rules for basic work

Basic work should be abstracted and pay per stat? So 3 STR in a labour city give 3 silver.

Fight Smart Issues

Fight smart could be assumed to let you roll avoid since it is a "combat skill test". Needs to specify "attacks".

Statuses

Lots of things need to be statuses:

  • Injury penalty
  • Exhaustion

Training Clarifications

  • Speak with Undead needs to specify unintelligent / otherwise non-communicative
  • Attuned maybe goes away
  • Scientific activation should include places of power and stuff too
  • Cram Session reference to meditate
  • Amateur Necromancy should mention healing as a possibility

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