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Rune definition #8
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I'd just like to formalize some things I talked with @donbonifacio earlier today. He suggested that we separated the runes into classes, to help us organize things. My suggestion is that we separate runes according to the combat role they are related to (they are quite similar to the ones suggested by @donbonifacio).
Having said all this, there are obviously many runes that cannot go together. An example would be having both melee and ranged attack at the same time. While I think the runes can have restrictions, I start to think that this will add a lot of complexity to the runes, as we would have to define a lot of restrictions for each rune and cover a lot of possibilities. Maybe this is one of the reasons why most RPGs have this responsibility on the character definition. What do you think? |
I agree. |
This seems a good idea to me. One thing I get the impression when I play Alien Star Menace is that we might be overcomplicating the game with all this stuff of building puppets with runes. There's a lot of stuff to worry about. Restrictions, categories, trying to avoid perfect combinations. Simple character choosing can make things a lot simpler, since we can build characters with both strengths and weaknesses by default. |
What has been called puppet parts until now, will now be called runes.
A puppet may be equipped with one or more runes. If the player does not equip at least one rune on the puppet, it will not be eligible for combat. It will probably be a good idea to define a limit of runes per puppet, but I find it difficult to determine at this point. I think we need to have a better idea
A rune adds up to any of the puppet's attributes (e.g. attack, defense, health, speed, etc.), or defines special properties (e.g. catapult attack - making possible for the puppet to attack enemies that are not on line of sight) and effects (deal extra poison damage to enemy for X turns).
A rune can specify a set of restrictions or limits. If a puppet is equipped with runes with overlapping restrictions, the most constraining restriction applies.
The same rune can the added multiple times, and its effects will be cumulative, unless it specifies a restriction to say otherwise.
I will try to suggest some runes just to get the discussion started, but feel free to suggest replacements and add more things :
Attack rune:
+20 attack
cost x
Mid-range attack rune:
+10 attack
+1 range
cost x
Long-range attack rune:
+5 attack
+2 range
cost x
Catapult attack rune:
+5 attack
+1 range
Effect: ability to attack enemies that are not on line of sight
cost x
Defense rune:
+10 defense
cost x
Healing rune:
Effect: +30 health to ally
cost x
I'd really like to continue this but I am too tired. I'll submit the RFC just to get it going.
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