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| [PTU] Weapon Durability/Crafting mechanic; Inspired by BotW/Monster Hunter | |||
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| Tweet Topic Started: Apr 29 2017, 07:17 PM (376 Views) | |||
| chif-ii | Apr 29 2017, 07:17 PM Post #1 | ||
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Pokémon Trainer
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Hello, everyone. I am preparing to DM my first PTU game, and since the game will take place in a post-apocalyptic world (think Horizon; Zero Dawn), all of my players are investing in trainer combat options, and I've been playing Breath of the Wild more than is probably safe or sane, I wrote up some weapon durability rules. When I decided I wanted to have Totem Pokemon for my players to kill and harvest for powerful Alchemy parts, I added some crafting mechanics so that they could use the same set of rules for sharpening crude spears and for creating Monster Hunter-style armor. Weapon Crafting system The alchemy system in Game of Throhs is a wonderful way to portray larger-than-life weapons in PTU. But the fact that it requires the group to visit an NPC takes agency out of the players’ hands, and even though they have a lot of freedom in choosing catalysts and extras, it’s still not the character’s sword – it’s the sword they commissioned. In addition, weapons in the real world can be damaged and eventually break – no matter if they’re the Baddass Fire Sword of Fairy Butt-kicking or a branch snapped off from a nearby tree. Finally, while Alchemy is great for creating larger-than-life weapons and legendary armor, it can’t be used to craft mundane or non-magical tools, or make improvised parts and on-the-go repairs. This revision to the Alchemy system aims to expand it into a generic weapon/equipment crafting system that players can and are encouraged to use often at all levels of play. WEAPON DURABILITY Let’s acknowledge the most controversial part of this system. The Badass Sword of Fairy Buttkicking, which a character spent 2 in-game weeks gathering all the Parts for, can break fighting a level 5 Ratatta. For some, this can turn a random encounter into an important story moment as the group goes on a quest to reforge the blade that kicks all the butt. For others, this may discourage them from ever using the weapons they put so much thought into crafting. If the idea of your weapons breaking mid-combat is a deal breaker, you can skip past this section without harm, though know you’re going to be missing a lot of what drives the rest of the system. If you’re worried about excessing bookkeeping slowing the game down, the mechanics are designed around those concerns. The numbers involved with the durability system are low and come up infrequently enough to keep headaches to a minimum. You won’t need to do much math unless you’re creating or repairing an item. Every shield, suit of armor, and weapon has a durability value between 0 and 5. Light Shields have a starting durability of 2; Heavy Shields, all types of armor, and all types of weapons have a starting durability of 3, though the Parts used to create a weapon or armor can alter it, and repairing a piece can lower its starting durability. Whenever you roll a natural 1 on an attack roll with a weapon, it loses 1 point of durability. Whenever a foe scores a critical hit against you while you are wearing armor, the armor loses 1 point of durability. If you are holding a shield when you are struck by a critical hit, you can choose whether your armor (if you are wearing any) or your shield takes durability damage. Using a weapon or shield in a non-standard way (as a makeshift pry-bar or sled, for example) can also cause it to lose durability. With exceptions for items like Helmets and Fishing Rods, other types of wearable or wieldable equipment don’t take durability damage, though there’s nothing stopping you from treating these and other pieces of gear as if they were weapon or armor (aside from the increase in record keeping)
When your weapon or armor reaches 0 durability, it breaks, and you lose access to any of its benefits, including Alchemy bonuses, after the triggering attack is resolved. However, even in its last moments a piece of equipment can still turn the tide of battle; the tip of a shattered sword might become lodged in the throat of a foe, or a cleaving strike could cut your shield in half instead of your arm. When your weapon breaks, roll a d20. On a 1-10, the attack is resolved normally; on an 11-20, the attack is instead a Critical Hit (though it doesn’t trigger any of the Move’s Effect Ranges, if it has any), or some effect of the GM’s choosing. When your armor or shield breaks, roll a d20. On a 1-10, the triggering attack is still a Critical Hit; on an 11-20, the armor or shield absorbs some of the force of the blow as it breaks, turning it into a regular hit (though the Move still triggers any of its Effect Ranges normally). Even if your weapon breaks, not all is lost. You can keep them and repair them as an Extended Action between fights. The details of repairing items is covered beneath the Alchemy section, as breaking and repairing an item created with Alchemy can alter its properties. PARTS Finished goods made with this system are made up of at least 3 Parts. For a pair of Go-goggles, this may be lenses, a leather strap, and pine wood to set the lenses in; a sword might need a hilt, crossguard, and blade; and a set of leather armor might need 3 pokemon hides to cut all the pieces from. Items generally don’t require more than 3 Parts unless they’re sized for an enormous creature or unless the creator wants to use specific Alchemical reagents. With some exceptions (such as fabric to make Fancy Clothes), Parts aren’t offered in normal stores. The townsfolk who make their living sewing garments or smithing weapons either buy their Parts direct or create them as part of making the final product. If your players do run across a tannery willing to buy from them, use the Smith feature as a pricing guide. Since finished goods are made from 3 Parts, 1 Part should be worth 1/3rd of the cost it takes to make that item using the Smith feature, or 1/6th of the purchase price of the finished product if your players want to purchase Parts for a more...esoteric item. Like weapons, Parts have four tiers of quality. Inferior Parts reduce the starting durability of the final product by 1 (to a minimum of 1), and are generally items that are quickly scrounged from the surrounding environment or were originally meant for a completely different purpose, such as tin cans, tree branches, or string from a pokemon with the Threaded capability. Good Parts are designed or manufactured to be used to create a tool, weapon, or suit of armor. Iron ingots smelted from the carcass of a Steelix, dried limbs of yew, or Caterpie silk that has been boiled and respun into twine all make Good Parts. The difference between an Inferior and a Good Part is often the time it takes to acquire and refine the materials. Though not every Part can be refined, some Inferior Parts can be improved into Good Parts with 4 hours of effort. Superior Parts are items that have some sort of elemental or magical charge to them, such as TMs, elemental shards or stones, or any item that grants Alchemical benefits. Keep in mind that some Superior Parts, such as TMs or shards, may be too small or not sturdy enough to count towards the 3 Part minimum. Finally, Epic Parts are so legendary that they not only act as Alchemical Catalysts, they increase the starting durability of the final product by 1 (to a maximum of 5). Acquiring Epic Parts should be a quest unto itself, requiring players to mine deep beneath the mountain for a few pebbles of Mythril Ore or hunt Legendary or Totem pokemon and harvest Parts from their remains. Some pokemon can be harvested for Parts, either renewably or lethally. If a player wants to harvest Parts from one of their pokemon, allow that pokemon to produce one Inferior Part per day as an Extended Action. You can choose to require the pokemon to be at least level 20 if you feel that reliable access to that Part is too powerful. The trainer can then refine the Part into a Good Part with an Extended Action that takes at least four hours. Trainers can also carve Parts from a deceased pokemon using an Extended Action. The trainer chooses either Survival or Pokemon Education, and rolls 1d6 per rank of the chosen skill (plus an additional 1d6 if they chose Skill Stunt (Carving)). For every 5 or 6 that the trainer rolls, he or she gets 1 Part, usually of Good quality. A pokemon can only be Harvested a number of times equal to its weight class, and particularly small pokemon may only yield one or two useful Parts, or produce very tiny Parts. CRAFTING Assembling a new weapon, whether it’s a spear lashed together with the flotsam and jetsam from the wrecked ship you were sailing, a quality but unexceptional shortsword, or a pair of magical Charizard wings, requires Parts. The specific Parts required vary from item to item, so work out with your GM what you want to create ahead of time and what Parts you’ll need for it so you’re both on the same page when it comes time to craft. Assembling them into a finished product is an Extended Action that usually takes around 8 hours. This time needn’t be consecutive, but it requires enough precision that it can’t be done while walking or riding a Pokemon. Using an Inferior Part cuts the crafting time in half for each Inferior Part used (to a minimum of 1 hour), since it’s not as critical to get a precise fit. Rather than being an enchantment of an existing item, Alchemy infuses the materials with power at the time of the piece’s creation, creating a whole that is superior to the sum of its parts. This form of Alchemy does not require a Base, as the item which will be crafted is the base. At least one Part of the final piece must be Epic in order to use Alchemy; this Epic Part acts as a Catalyst to kick off the transmutation and helps unify any Superior Parts into a single unit. Using Alchemy doubles the crafting time; each additional Superior or Epic Part beyond the first doubles the crafting time again. You can choose not to use Alchemy when crafting with an Epic Part; the finished item will still have increased starting durability but without any Alchemical bonuses. Using additional Epic Parts harvested from the same Pokemon will not grant any additional Alchemical bonuses. REFORGING Broken weapons can be repaired, allowing you to get more mileage out of your Badass Fire Sword of Fairy Buttkicking. When a weapon, armor, or other crafted item breaks, one of the Parts used to make it (determined randomly) breaks and is unsalvageable. A trainer can use an Extended Action to replace the Part; this takes 1 hour and reduces the starting durability of the item by 1. Using an Inferior Part as a replacement Part halves this time and reduces the starting durability by 2 instead of 1; using an Epic Part as a replacement doubles the time and reduces the starting durability loss to 0. You cannot create or repair an item with 0 starting durability or lower. If a Superior or Epic Part breaks, the item loses any Alchemical Bonuses the Part granted. If an Epic Part breaks and the piece has no other Epic Parts, the item loses all Alchemical Bonuses. Items made with Alchemy can be repaired as normal, but they won’t have any of the benefits Alchemy would give it. Performing the ritual to repair it takes 8 hours and restores the functionality of the original piece, minus any bonuses lost by a broken piece. If a new Superior or Epic Part is used, the time needed doubles, but the new Part adds its own Alchemy Bonus to the piece. Otherwise, it is identical to the process of repairing a non-Alchemy weapon. UPDATED EDGES AND FEATURES The following features and edges have been either added or changed from their original sources. All other features and edges that allow you to craft items work as originally written. Apricorn Crafter [Ranked 3] Rank 1 Prereq: Novice Survival Or Novice Tech Ed Rank 2 Prereq: Adept Survival Or Adept Tech Ed Rank 3 Prereq: Expert Survival Or Expert Tech Ed Rank 1 Effect: You may craft Apricorn balls from their respective apricorns and 2 Basic Balls from 1 red and 1 white apricorn. Requires access to a Poké Ball Tool Box. Rank 2 Effect: Chose 3 pokeballs except for the following; Safari, Master, Great, Ultra, Cherish, or Park. You can craft those from the correct combination of apricorns. In addition, you can now upgrade 2 Basic Balls into 2 Great Balls with 1 blue apricorn. Requires access to a Poké Ball Tool Box. Rank 3 Effect: Either chose 3 more balls to craft (as per the Rank 2 feature), or chose 2 Pokeball modifications (DPDoM, 83) to learn. In addition, you can now upgrade 2 Great Balls into 2 Ultra Balls with 1 yellow apricorn. Requires access to a Poké Ball Tool Box. This replaces Apricorn Ball and Pokeball Crafter, and the rank 1 feature counts as either of these for the purposes of prerequisites (such as for Poke Ball Repair). FEATURES Wand Maker [Ranked 2][+Special Attack] Rank 1 Prereq; Arcane Training, Adept Occult Ed Rank 2 Prereq; Master Occult Ed Rank 1 Effect: You may craft Crude and Simple Arcane Weapons using Parts. Rank 2 Effect: You may craft Fine Arcane Weapons using Parts. Smith [Ranked 2][+Attack] Rank 1 Prereq: Novice Focus, Novice Athletics Rank 2 Prerequisites: Adept Focus, Adept Athletics Rank 1 Effect: You may craft Simple Weapons and Light Armor using Parts. Effect: You may craft Fine Weapons, Helmets, Heavy Shields, and Heavy Armor using Parts. This replaces the Smith feature in Game of Throhs. Any player can craft Crude Weapons and Light Shields. Previous Draft
Edited by chif-ii, May 8 2017, 03:36 PM.
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| Pandora | Apr 29 2017, 07:37 PM Post #2 | ||
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Cursed
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I don't really have anything to say about the idea of weapon durability as it disinterests me, but a friend of mine a long while ago made some mechanics also based on Monster Hunter, so I thought you might be interested in seeing the thread. http://forums.pokemontabletop.com/topic/10280764/ |
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Pokéball created by Sarah & Delirium of the ZNR





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12:13 PM Jul 11