Advertisement
Guest User

Untitled

a guest
Mar 21st, 2017
129
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 6.36 KB | None | 0 0
  1. Anonymous 08/30/12(Thu)13:45 No.20531512
  2. >>20531366
  3.  
  4. I got an idea for how to do crafting.
  5.  
  6. Items fit into weapon, clothing, and misc categories, and each has 1-5 Tiers in addition to a Tier 0 for a basic component like something you'd find around your house.
  7.  
  8. To make an item, first you choose a base which determines the shape and function like a sword or computer goggles. Then you spend a certain amount of Grist to hit the Tier you want. Tiers determine how much the base accuracy and damage are and how many ability slots the item has. Tier 1 items have two slots, and each Tier adds another. Abilities are basic properties that items have like dealing extra damage to certain enemy types, skill roll bonuses, special attacks and actions, ect. When you make a new item, you can choose to pick from as many abilities to keep from the base components for the final weapon as long as you have enough ability slots from your tier.
  9.  
  10. For an example, lets say I choose a hammer for my base. I currently only have enough Grist to make a Tier 1 item, so it can have two abilities. I'm making it out of a bug net and cinder block. The bug net has an ability that increases damage to bugs while the block ups my damage but lowers my accuracy. I then pay my Grist and bam, I got the Carapace Crusher, a sweet ass hammer that, while inaccurate, deals a pretty good amount of extra damage, especially toward bugs.
  11.  
  12. Sounds good?
  13.  
  14.  
  15.  
  16.  
  17. Anonymous 08/30/12(Thu)16:19 No.20533026
  18. >>20532822
  19. Never said it was a good idea. Alchemizing is probably going to be a big part too, and would require a pretty well-thought out and intuitive system where you can make anything if you have the build grist for it.
  20.  
  21. Something like you have the || and && combinations. The || (Called OR) combination takes the shape of one of the component items and the function of the other. && (AND) combinations take a sort of fusion of both items in shape and functions.
  22.  
  23. Our sample character Kyle has an old Airsoft handgun laying around, and his chum Dawn sends over the Captcha code for a bunch of needles she has for some strange reason. Combining the gun and needles in a || combo results in the Plunger gun, which he can use to suck and inject fluids and it looks like a gun with a syringe for a barrel. If Kyle uses it in a && function, he gets a Pointed Question, which works like a needle-shooting device that may or may not be the Medic's needle gun from TF2.
  24.  
  25. Mechanically, items would have aspect tags and a shape tag. The air gun has the [Shoots out Air and Eyes] aspect and the [Handgun] shape. The needles have the [Dosage Delivery] aspect and the [Syringe] shape. ||'ing it makes it so that you have to choose one of the aspects and one shape. The Plunger has the [Dosage Delivery] aspect and the [Handgun] shape. &&'ing it would give it both Aspects and either shape but is more expensive.
  26.  
  27. Impressed with this new weapon, but worried for Dawn and her possible drug habit, Kyle goes off hunting imps for Grist to make newer, better weapons.
  28.  
  29.  
  30.  
  31.  
  32. Anonymous 08/30/12(Thu)16:40 No.20533241
  33. >>20533026
  34. Build Grist is probably going to be one of the more problematic parts, since how does one appropriately appraise the various things that you can build? Someone mentioned a tier based system, so let's go with that. Tier one stuff is easily just some single combo || and && stuff. Tier two and higher involves more combinations in that formula. Back to Kyle, who's upgrading his Pointed Question. As a tier one object, the cost realted to a tier one build. As he adds more and more crap to it, the grist cost gets higher and higher. He adds in a car battery to the combo, making it look like this: Pointed Question && Car Battery.
  35.  
  36. He keeps the shape of the Pointed Question, and adds in the batteries [High Voltage] aspect. Once he's done, he has a tier two weapon called the Shocking Development, which fires out electrified metal bolts at things.
  37.  
  38. Enemies that drop grist and stuff, are probably going to need some basic things as well, since their shape and abilities depend on what you prototype.
  39.  
  40.  
  41.  
  42. ***** Maybe let the player assign, on alchemization, what the tag that's being used is. *****
  43.  
  44.  
  45.  
  46.  
  47. Anonymous 08/30/12(Thu)16:56 No.20533444
  48. >>20533241
  49. Enemies would have basic forms and stats, each one getting modified the more people prototype and such. This could be handled with more aspects and such, which elaborate on what people add in as things go on.
  50.  
  51. Back to the sample characters, Kyle and Dawn are part of a four player session and set up the server -> player chain like this:
  52. Dawn -> Kyle -> Jack -> Cori -> Dawn
  53.  
  54. Kyle starts out by prototyping his pet chameleon, Percival Prometheus III, Esquire. He gives the GM the go-ahead to use the chameleon's [Tripple Horns] and [Grabby Tongue] aspects. Now the imps and ogres have horns, and long tongues they can shoot out.
  55. Jack prototypes a baseball. Everyone calls him a retard and but he keeps going with it. The GM adds in a [Thick, Stitched Hide] to the enemies.
  56. Cori's a lot smarter than Jack, and she adds in a Venus Flytrap. The enemies then get [Large Mouths] with which to bite things.
  57. Dawn's the last player in, so she decides to prototype her recently dead mother's ashes. Mom was a pretty talented artist when she was around, so the GM decides to add to the enemies a [Colorful Palette] which lets them vomit acidic rainbows everywhere.
  58.  
  59. Later on, the kids can decide to do a second prototyping for rewards when enemies die, but at the cost of having tougher bad guys to face.
  60.  
  61.  
  62.  
  63.  
  64. Greyheart 08/30/12(Thu)20:23 No.20536027
  65. >>20535943
  66. Okay, so for grist, maybe say something like:
  67. =GRIST WORTH PER ENEMY=
  68. Imps: 3 Units of 1 Type / 1 Unit of 3 Types Each
  69. Ogres: 27 Units of 1 Type / 9 Units of 3 Types Each
  70. Basilisks: 36 Units of 1 Type / 12 Units of 3 Types Each
  71. Gicyclops: 54 Units of 1 Type / 9 Units of 6 Types Each
  72.  
  73. And etc. Now I know that's probably not a very good ratio-per-strength difference, but it's a very rough idea. Anybody have better amount/ratio ideas? I'm not very good at RPG economics.
  74.  
  75.  
  76. ***** put the enemies in tiers with increasing number of tags from prototyping, as well as some generic tags like size or such *****
  77.  
  78.  
  79. *****
  80. - (?) Have each Land drop different kinds of Grist. Lock anything beyond tier 2 by requiring other Grists
  81. - (?) Divide the Land into two groups, then do above.
  82. ~ either way, unlock a shared Grist horde eventually
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement