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Spirit Glory
9eb660
Hmn, the more I design,the more cans of worms open up and stare me in the face.
Which is good, cause I love puzzles, and this is just one bigass puzzle to get everything working.
You bring a good point for "Idle" time for players, and performing concurrent actions. I could see certain skills such as intimidate being "reactionary" instead of "instigated" where when you one-shot someone, you can make a free intimidate to demoralize. As for movement and attacks happening at the same time; for now I will say if that happens it will be a feat, or combat maneuver of some kind. Essentially, you can't attack in the same second you move, and you can't move the same second you attack. It still isn't quite as fluid as I'd like, but it's a lot more organic than taking turns.
For weapon attacks, I'm currently looking at most weapons being basically the same categorically.
Light/Unarmed 1s
One-handed 2s
Two handed 3s
Ranged weapons would have 1s firing time and a reload time, based on their type.
I'm kinda stuck on how two weapon fighting would work for this, though it may just mean you can attack twice in the same second.
The other thing I'm puzzling over is whether or not to use +6/+1 type multiple attacks. Realistically, I could see how it would work, but only to a certain extent. Maybe if you beat a target's initiative by 5 you get two consecutive attacks?
Basically, I want Agile-heavy characters to be doing high amount of attacks, and strength-based characters to be doing singular, bone-shattering strikes, but I'm still mulling on how to arbitrate that in a balanced, fair way.
I really appreciate all the feedback you guys have given me; without this feedback, I'd never get this thing off the ground.
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