I'm thinking of adding a particle beam underbarrel attachment.
The idea is that the device powers up over time as the user figures out ways of increasing it's power. As they explore the world ways of increasing its power come to them in dribs and drabs. The way this works is the device does 3D6 MD base damage, but has a percentage chance (starting at 50%) of doing an extra 2D6 damage. You roll during initiative - if you pass, it does the extra damage for the rest of the combat (until it's ammo runs out - it can do four shots a day. Costs 50 credits a shot). I'd go 1D6 extra damage, but I don't think 1D6 is terribly impressive.
Anyway, so now instead of having to put some kinda new weapons in every nook and cranny they explore, or somehow giving them a new weapon for figuring out stuff in the world, I can tell them that percentage increases by one or two points! Thus slowly making the weapon more powerful!
When it gets to 100%, it resets back to 1% and the weapons base damage increased by 1D6 (3D6 goes to 4D6).
Though this kinda means a step backwards in power as when the percentage is 90%+ they'd probably be getting the +2D6 extra damage, well, over 90% of the time. But when it upgrades, it's as if they go down by one die because at the start your going to have a very low percentage and rarely roll it.
Not sure what to do about that. As said, I could just make the bonus 1D6...but it doesn't seem alot. I'm certainly not having the base damage increase by 2D6!
I guess a mitigation (but not solution to that) is to not have it reset to 1% on upgrading, but to 50%. But I want this mechanic to stretch, giving about 2% every ten minutes of play. It'll cut back on that alot if I do that and it still doesn't really solve the problem.
Philosophy in life. Philosophy in life spent gaming. Table top RPGs, mmorpgs, video games, and more.
Sunday, March 17, 2013
Monday, March 11, 2013
Defy-nition
Irritation: An inflammation of attitude commonly caused by the abrasive nature of good intentions.
A fun tweet feed here, with more gems like the above.
Thursday, March 7, 2013
Borderlands 2: What if those whites actually did something?
Like imagine if over time your character 'charges up' a white gun in their inventory. Takes about a minute to charge one. Once charged, you can switch to it and it'll do blue style damage for one clip. Then it can't be charged up again for around 20 minutes.
Charged guns are accessed, say, by holding down the grenade button - it'll switch to the gun and when you reload or empty the clip, it'll go back to the weapon you were using before.
The thing is, then every gun you pick up you'd actually use!
Instead of them being pointless busy work trash items to sell.
Because that's what they are - pointless busy work.
Charged guns are accessed, say, by holding down the grenade button - it'll switch to the gun and when you reload or empty the clip, it'll go back to the weapon you were using before.
The thing is, then every gun you pick up you'd actually use!
Instead of them being pointless busy work trash items to sell.
Because that's what they are - pointless busy work.
Labels:
borderlands 2,
charge,
charge up,
use all weapons,
variety,
white,
white weapons
Sunday, March 3, 2013
D&D 5E: Badguys just don't survive to do very much?
Between the golden grain inn and recently the temple of the lawbringer,
really the badguys seem to drop so quickly they don't do anything much?
Perhaps monsters could regularly have a power like the possessed Sir Moonbrook did earlier in the module and on a natural 5+ or 10+ they do 1 or 2 damage even on a miss? Or even they can only do this once each - once they have applied this damage, they can't do so again that fight?
I don't really enjoy running absolute cake walks for the PC's. Why set up a combat roll when you have little to no chance of having any effect? Could just as much narrate that they won splendidly, over and over.
I originally posted this over at the D&D playtest forum.
Perhaps monsters could regularly have a power like the possessed Sir Moonbrook did earlier in the module and on a natural 5+ or 10+ they do 1 or 2 damage even on a miss? Or even they can only do this once each - once they have applied this damage, they can't do so again that fight?
I don't really enjoy running absolute cake walks for the PC's. Why set up a combat roll when you have little to no chance of having any effect? Could just as much narrate that they won splendidly, over and over.
I originally posted this over at the D&D playtest forum.
Borderlands 2: What if one battle actually affected another one?
I think borderlands could really do with some long term effects of battle and your own finesse.
For example say that you can gain 10% more shield strength, shown in a slightly different colour on the shield bar. The way you gain it is it gives you a point after each battle, if you aren't too badly damaged in it. The more damage you take, the less likely you'll get the point. Once you have, say, 10 points, it gives you the 10%. You can collect up to say around 30 points in storage. Because if you take heavy damage you'll lose the extra 10% shields.
This means even a battle against just one guy matters, because it gets you points that keep you tougher. You'll treat that battle as important, even though it's just one guy, rather than just sort of kludging through it because he'll never kill you and so what.
For example say that you can gain 10% more shield strength, shown in a slightly different colour on the shield bar. The way you gain it is it gives you a point after each battle, if you aren't too badly damaged in it. The more damage you take, the less likely you'll get the point. Once you have, say, 10 points, it gives you the 10%. You can collect up to say around 30 points in storage. Because if you take heavy damage you'll lose the extra 10% shields.
This means even a battle against just one guy matters, because it gets you points that keep you tougher. You'll treat that battle as important, even though it's just one guy, rather than just sort of kludging through it because he'll never kill you and so what.
Labels:
borderlands 2,
connected battles,
extra shields,
shields
Subscribe to:
Posts (Atom)