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Post by ghaleonmagicemp on Jan 4, 2014 16:06:44 GMT -5
While running a mock combat to test the system last night and I noticed a distinct need for a grid on the monster stat blocks. I think it would be more ergonomic if the core values where in one column and the skills in an adjacent column. Perhaps take all the pertinent data for combat and put it in one block while keeping non combat skills and assets in another one just to streamline the reading. For example, in the chimera stat block we have init, mv, an attack +7 melee, a +10 claw, and then a block that states 7 or 14 (I have no idea what those numbers are derived from) and then we have ranged attack, defense, DR, and lastly WD which I assume is wounds. Wounds says 7 but the mettle stat is 4 which would make the wound total 8.
I haven't gone through all the baddies yet but I think that it may contain more inconsistencies and could use some sort of stat blocks.
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Post by Mark Plemmons on Jan 9, 2014 9:46:50 GMT -5
While running a mock combat to test the system last night and I noticed a distinct need for a grid on the monster stat blocks. I think it would be more ergonomic if the core values where in one column and the skills in an adjacent column. Perhaps take all the pertinent data for combat and put it in one block while keeping non combat skills and assets in another one just to streamline the reading. For example, in the chimera stat block we have init, mv, an attack +7 melee, a +10 claw, and then a block that states 7 or 14 (I have no idea what those numbers are derived from) and then we have ranged attack, defense, DR, and lastly WD which I assume is wounds. Wounds says 7 but the mettle stat is 4 which would make the wound total 8. I haven't gone through all the baddies yet but I think that it may contain more inconsistencies and could use some sort of stat blocks. Good feedback, thanks! I'm not sure if a grid would be possible in this book, but I'll look into it. When I eventually get to publishing the 'monster manual', each monster will have a full page with more info, and there will be room for a grid. Would it be helpful to have a 'sample stat block' explanation somewhere? The numbers in [brackets] are damage numbers: 7 points with one claw or 14 points with two claws. Damage rules went through some changes, and it looks like the wounds may be from an older version for several monsters - great catch! I'll fix those.
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Post by ghaleonmagicemp on Jan 9, 2014 15:33:58 GMT -5
An example page would be fantastic to familiarize new Directors with the set up. It would have made the test combat we did much smoother.
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Post by Mark Plemmons on Jan 12, 2014 0:31:38 GMT -5
Added the following to page 29 (just before the Archetypes). Thoughts?
Sample Statistics Block. Each sample archetype includes a statistics block. The first paragraph summarizes basic combat abilities for quick reference, while the following paragraphs list abilities, assets, augments, traits, and sample names. Corporia’s ‘stat block’ is much like those of other role-playing games, but with its own formatting. Here’s a look at the combat summary with each item written out: Initiative +[WIT + Instinct]; Attack +[STR + Fisticuffs] unarmed [damage from STR], +[STR + Getting Medieval] melee [melee weapon damage], +[DFT + Firearms] ranged, [ranged weapon damage]; Defense +[DFT + Athletics - any armor/shield modifiers]; Damage Reduction vs melee/vs high velocity (ranged)/vs energy (armor description); Maximum Wound Level [MTL x 2] And here it is again, abbreviated and filled in with numbers: INIT +5; ATK +6 unarmed [3 STR], +6 melee [2d6 + 3 com/bat], +7 ranged [2d6 pistol]; DEF +2 (5 – 3 armor); DR 2/3/2 (med mod, silkskin); WD 6 Don’t worry; after a few times, using it will become second nature!
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