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tiny steps mechanics

Jul 12th, 2019
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  1. Tiny Steps
  2.  
  3. This game uses the Player’s Handbook 2.2.
  4.  
  5. Mechanics Changes:
  6. [spoiler=General]Supports that give +5 crit instead give +2.5 crit. Supports that give +5 dodge still give +5 dodge.
  7. Every extra point in HP on character creation counts as +2 HP, for a maximum of +4 HP.
  8. New formula for Ailment staves: Staff%= Staff Hit + [(User MAG - Target RES) * 3] + (SKL * 2) - (Distance between user and target * 5)
  9. DR will be calculated at the same time as DEF and RES, largely because I don’t want to juggle the calculations of messing with damage before and after DEF and RES. If Armored and Wyvern Scales make a unit literally invincible, as a forewarning, this may see me make a nerf, but short of a really extreme scenario I won’t do so.
  10. Characters may choose any starting weapon within the proficiencies of their class. (I don’t see any real good reason why to stick with the specific starting weapons for each class in the book. It just delays peoples’ builds and lumps units together a little more.) [/spoiler]
  11. [spoiler=Skills]
  12. Skillness and Provoke are not available.
  13. Luna is now Free.
  14. Savior, in addition to its other effects, gives the user +3 Aid.
  15. I pretty much took this list from Mortal Transgressions, but, the following new skills are available:
  16. -Aegis (Free): When suffering an attack from Bows, Hidden Weapons, Tomes and Dragonstones, there is a (SKL+LCK)% chance to reduce the damage dealt by half.
  17. -Desperation (Free): When making an attack, if you are < or = 30% HP, you may make any followup attacks immediately before your opponent counterattacks.
  18. -Dragon Ward (Free): When an adjacent ally suffers an attack, there is a (SKL+LCK)% chance, based on your stats, to reduce the damage by half.
  19. -Pavise (Free): When suffering an attack from Swords, Lances, Axes and Monsters, there is a (SKL+LCK)% chance to reduce the damage by half.
  20. -Rend Heaven (Free): During an attack, you have a (SKL+LCK)% chance to deal damage equal to half your enemy’s STR or MAG stat based on the type of weapon you are wielding. (lf using a physical weapon, calculate with enemy’s Strength. If using a magical weapon, calculate using the enemy’s Magic. Weapons capable of both use the stat that targets the same defensive stat as they do.)
  21. -Trailblazer (Free): Penalties for moving into forest, desert, deep snow, and hills tiles are reduced by 1. No ill effects from Weather are suffered as well.
  22.  
  23. -Vengeance (Free) – During an attack, you have a (SKL+LCK)% chance to add half of your missing HP to your attack.
  24.  
  25. Characters may also instead opt to take one of these three previously-Cost versions of these Skills in exchange for the usual 30% Progression:
  26. -Celerity+ (Cost): Gives +2 MOV.
  27. -Desperation+ (Cost): HP threshold is 50% maximum or less.
  28. -Vantage+ (Cost): HP threshold is 50% maximum or less.
  29. [/spoiler]
  30. [spoilers=Class Changes]
  31. [b]Trainee:[/b]
  32. [b]Archer Trainees[/b] no longer promote to Spy and instead promote to Apothecary (see the new classes spoiler).
  33. [b]Rider Trainees[/b], if going to Wyvern Rider, can pick lances or axes as their weapon proficiency. If going to Pegasus Rider, they can choose swords or lances as their starting proficiency. If they are going to Cavalier, they can choose any of the three.
  34. [b]Thief Trainees[/b] no longer promote to Spy, but instead to Outlaw (see the new classes spoiler).
  35.  
  36.  
  37. [b]First Class:[/b]
  38. [b]Apothecaries[/b] now can use vulneraries and concoctions on anybody and still attack during the turn, rather than just vulneraries on themselves.
  39. [b]Bandits[/b] keep Reckless Strike’s damage bonus on both hits when doubling.
  40. The base STR of the [b]Butler/Maid[/b] class is increased to 4, and the promotion bonus for STR for the class is now +2.
  41. [b]Cavaliers[/b] can choose between Swords/Lances and Axes/Lances for weapons.
  42. [b]Fighter’s[/b] “Clear a Path” ability now also applies to Pillars, to Forts, and to any miscellaneous terrains I create in the game that cost 2 MOV to move into.
  43. [b]Mercenary[/b] gets a nice buff for Mordhau: 7 critical can be traded for 1 damage instead of 10 critical.
  44. [b]Pegasus Knights[/b] may choose between Swords and Lances for proficiencies.
  45. [b]Shaman[/b] gets, instead of Ancient Gamble, Anthropomancy: Whenever this character lands the final blow on an enemy, they gain +10 to Evade and Dodge, +3 to Damage Reduction, and +3 to CON for one turn, non-stacking.
  46. [b]Spy[/b] doesn’t exist anymore haha get fucked.
  47. [b]Tactician[/b] has Press the Assault’s effective range reduced from 3 to 2.
  48. [b]Troubadour[/b] gets a buff on Healing Flow – each turn’s worth of healing is 1/2 the normal healing amount, not 1/3 the normal healing amount.
  49. [b]Wyvern Knights[/b] may choose between Lances and Axes for proficiencies.
  50.  
  51.  
  52. [b]Promoted Classes:[/b]
  53. [b]Assassin[/b] gets A (subcategory)/B (general) proficiencies for both Hidden and Bows. It does not get Vital Strike.
  54. [b]Baron[/b] has Runic Armor completely rewritten: “During the enemy phase, every time the Baron engages in combat they gain +1 damage until the end of the player phase.”
  55. [b]Berserker[/b] has Berserker Barrage capped at a total of +24 crit from sacrificing DEF/RES.
  56. [b]Dark Rider’s[/b] Life Steal only heals 33% of max HP.
  57. [b]Falcon Rider’s[/b] Charge must be declared during the initial attack.
  58. [b]Illusionist[/b] doesn’t get Brilliant Disguise, but instead they get the following ability: Deceptive Dance: The Illusionist can choose to create an illusion and refresh the action of one allied unit within 2 spaces. This doesn’t replace Bolster, which Illusionist does get.
  59. [b]Master Spy[/b] doesn’t exist anymore, got’eeeemmmm.
  60. [b]Nomad Healer[/b] can create healing items for the following costs instead of what’s in the book: Herbs and Vulnerary: 100 Gold. Tonic: 250 Gold. Concoction: 300 Gold
  61. [b]Saint’s[/b] Splashover and Doublebuff see, er, buffs: Splashover can be applied 3 times per map, and Doublebuff only takes 2 QL.
  62. [b]Swordsmaster[/b] has Faster than the Eye capped at +30.
  63. [b]Warrior’s[/b] Rough and Tumble, once it activates, lasts until the end of the phase.
  64. [/spoiler]
  65. [spoiler=New Classes]Apothecary and Great Merchant are from Raindrop Valkyrie. Outlaw and Vigilante are from Solymr.
  66.  
  67. [b]Apothecary:[/b]
  68. Promotes from Archer Trainee
  69. Promotes to Great Merchant, Nomad Healer
  70. Wields Bow (C/D)
  71. Starting Weapon: Iron Bow
  72. Preferred Stats: LCK, SPD
  73. Class Skills:
  74. Quick Salve: The Apothecary may use healing items on themselves as a free action.
  75. Potent Brew: When using medicine to revive downed players, the healing is not halved.
  76. Base Stats: 20 HP, 5 STR, 0 MAG, 4 SKL, 5 LUK, 3 DEF, 1 RES, 5 SPD, 7 CON, 6 AID, 5 MOV.
  77. Promotion Bonuses: HP +2, STR +1, MAG +0, SKL +0, LUK +2, DEF +2, RES +0, SPD +3, CON +3, AID +3, MOV 5
  78.  
  79.  
  80. [b]Great Merchant[/b]
  81. Promotes from Apothecary
  82. Requires: Orion’s Bolt
  83. Wields Bow (A/C), Lance (A/C)
  84. Preferred Stats: LCK, DEF
  85. Class Skills:
  86. Payday: The Great Merchant has a (Luck)% chance during their movement and upon defeating a foe to find a Gold Bar. This is an item that has no effects other than being worth 200 Gold at a shop. Great Merchants have 1 extra inventory slot so long as it contains a Gold Bar and nothing else.
  87. Spendthrift: If the Great Merchant is in possession of a Gold Bar in their inventory they may choose to expend it to deal +5 Damage and gain +5 DR for their next combat. The use must be declared when attacking.
  88. Promotion Bonuses: HP +2, STR +2, MAG +0, SKL +2, LUC +3, DEF +3, RES +0, SPD +0, CON +3, AID +3, MOV 6
  89.  
  90. [b]Outlaw:[/b]
  91. Promotes from: Archer Trainee, Thief Trainee
  92. Promotes to: Assassin, Vigilante
  93. Bow (D), Hidden (D)
  94. Skills: Lockpick, Vision, Sidearm
  95. Sidearm: If the Outlaw is attacked from outside their equipped weapon's range, they automatically equip the first weapon from a different category that they can counterattack with if they have one in their inventory.
  96. Pref. Stats: SKL, LCK
  97. Bases: 19 HP, 4 STR, 0 MAG, 6 SKL, 3 LCK, 2 DEF, 1 RES, 7 SPD, 6 CON, 5 AID, 6 MOV
  98. Promotion Bonuses: +2 HP, +2 STR, +2 SKL, +2 SPD, +2 CON, 6 MOV
  99.  
  100. [b]Vigilante:[/b]
  101. Bow Subcat (B), Bow (C), Hidden Subcat (B), Hidden (C), Sword Subcat (B), Sword (C)
  102. Skills: Lockpick, Vision, Ambush Strike, Always Prepared
  103. Ambush Strike: When attacking the Vigilante does bonus DMG equal to unused MOV.
  104. Always Prepared: The Vigilante can designate a backup weapon in addition to their equipped weapon. If the Vigilante is attacked from outside their equipped weapon's range, they automatically equip the backup weapon and viceversa.
  105. Pref. Stats: SKL, SPD
  106. Promotion Bonuses: +3 HP, +1 STR, +2 SKL, +3 LCK, +3 SPD, +2 CON, 7 MOV
  107. [/spoiler]
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