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05/16/09(Sat)23:03 No.4571938>>4571715 So noted. I'll post those in a sec.
>>4571716 Its not that I'm disallowing spellcasting, its that... putting spellcasting and magic into a setting is like trying to drink from a firehose. Unless you're SUPER careful with the crank, its not going to be pretty.
Okay, first off, before I give his information, you have to know that the game is going to be vaguely X-Com-ish, only you don't control the missions. You plan and direct, mostly, rather than take action. You give orders and dispatch adventurers/attack parties, and give orders, and check back later. You organize your units in the base to build or defend or recuperate, and organize units send on expeditions, which are self-propelling. Sort of like... Dungeon Tycoon, I guess. ¯\(°_o)/¯ (Yes I know it will likely be a computer game rather than PNP)
Bard/Journalist: "Passively", he provides a detailed rundown of forces that attack you. Actively, he provides a detailed rundown of encounters on an expedition. (Normally you would simply get a damage/loot report for either event)
Recon/Scout: The other thread told me that there would really be no use for a Recon unit "passively", unless I didn't consider sentries to be a natural part of base functions. Actively, they would decrease the chance of enemy ambushes and traps.
Engineers: Passively repairs base parts, also provides a bonus to base defense. Actively, provides a small bonus to avoid traps, and a small chance of finding a suitable location for a new base. When sent out in groups, can build a new base.
Miner/Prospector: No idea what to do with them passively. Actively, they'd increase the yield in loot. I'm kind of iffy on this one.
Hunter: Haven't decided how I'll work his passive ability. Actively, a bonus to fight against a certain class of enemy (monsters/beasts/etc), bonus loot for killing them ("Hey, dragon (insert organ). Always useful!")
The others are just a redistribution of combat stats so far. |