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View Code? Open in Web Editor NEWA fantasy TTRPG
Home Page: https://aspirantrpg.com/
License: Creative Commons Attribution Share Alike 4.0 International
A fantasy TTRPG
Home Page: https://aspirantrpg.com/
License: Creative Commons Attribution Share Alike 4.0 International
Machinery should be one of these.
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
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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
When driving a cart you can socialize with anyone on the cart.
Add some unique packages / hooks like celestial
Remove Duplication.
Armourers, and weapon kinda the same tools.
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?).
"every city has problems", you should be able to jump back into narrative moments to negotiate and solve problems.
TOC doesn't look great, needs to split a line for costs and size.
magic should get a + to damage as you get expert and master.
Pit Fighter et all, should be good stat first for players parsing.
Need a new Combat Page that clearly explains what combat is and links to all child pages related.
Specify they help with avoid when wielded.
Shield Size should influence stuff.
On-line needs similarly updated copy.
Magic traits still have distance in Meters
Basic work should be abstracted and pay per stat? So 3 STR in a labour city give 3 silver.
Fight smart could be assumed to let you roll avoid since it is a "combat skill test". Needs to specify "attacks".
Max influence isn't super exciting.
Follower count, passive bonuses to allies?
Spend influence to reroll dice perhaps.
For variable skill tests, minimum success.
This should be done as part of the movement overhaul.
Lots of things need to be statuses:
negative to RANGED attacks
Need more example enchantments and magic items in the book.
Preview pane should go to one side or the other, leaving link visible when previewing.
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