Difference between revisions of "Size"

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File:Tiny.png|Tiny Size (8")
File:Tiny.png|Tiny Size (8")
File:Homan7.jpg|Small Size (2'6")
File:Homan7.jpg|Small Size (2'6")

Revision as of 17:24, 9 February 2021

Glossary

Size-Rating (size)

A character's Size-Rating is an important stat for character tokens that determines their power and physical presence in a scenario. The default value 1, refers to a character who is as powerful as one medium-sized creature. When a creature changes size or is by default a different size from medium, their size-rating will change to suit the category chosen. With larger sizes, the creature's physical token size will change to be a number of steps/squares wide and deep as their size-rating, except for Small or smaller creatures whose tokens are generally a fraction of a Medium-sized token.

* Diminutive: 0.2
* Tiny: 0.4
* Small: 0.7
* Medium: 1
* Large: 2
* Huge: 4
* Gargantuan: 8
* Colossal: 16
Additionally, while a token with a size-rating of 2 is generally twice as big, a token of 0.7 is not necessarily 70% of Medium. Smaller creatures have a shallower adjustment to their size-rating to prevent them from being too weak.
There are only very rare exceptions to the rule, but generally a character's size-rating directly correlates to their actual size. But it is entirely possible for a character to have the physical dimension of (for example), Medium size but have the size-rating of a Colossal being. abstract statistics like health and damage would be that of their size-rating but their reach and physical space would be that of a medium-sized creature.

Size Difference (sizediff)

A character's Size difference (internally: sizediff) is a token stat which determines the size-rating of the user compared to their target. While Size (size) scales character stats up and down by a constant, sizediff takes two targets and compares the size difference between them. A creature that is Large against a creature that is Medium will have a sizediff of 2, whereas the Medium against a large will have a sizediff of 0.5. However, if two Colossal-sized creatures target each other, their sizediff will become 1, as they equal in size.

Sizediff only occurs during contested effects such as the magnitude and duration of certain spells and abilities that don't deal direct damage or healing. Commands and actions can be limited or enhanced by the sizediff variable, as some commands or effects can only be triggered by being a certain size smaller or bigger than your target, some effects become more powerful and other times it can be lowered, or even negated if the size difference is too extreme.
The command Set Target is given to all characters and is used to set the target token's name in Maptool to help populate placeholder text and mechanics in other commands. The [Auto] version will try to grab the named token's size stat automatically (if spelt correctly), otherwise the manual version of the command will ask you to enter the target token's size stat.

Roleplaying considerations for size differences

Token Aspects affected by size:

  • Health
  • Damage/Healing
  • Movement distance per turn
  • Armour-rating and Defence
  • Range/Reach
  • Crafting and Purchasing Expenses

♦ Advantages/Disadvantages for being a giant:

  • MAIN POINT: Giants are extremely powerful, but have issues regarding practicality and subtlety. They are expensive to upgrade and maintain.
The effectiveness of equipment scales up with the size of the giant, if it is keyed to their size. Armour will grant more defense and Armour-Rating, Weapons will deal more damage and have greater range. The necessary materials and cost to create or buy weapons scales up with size, and it is not always possible to have giant-sized equipment made if the outfitters/manufacturers lack the facilities to make them.
Giants resist effects that knock targets down, reducing the effect to Stagger instead. Knock effects are negated if the foe is less than half the user’s size.
If the user is double the target’s size or more, they can pass through foes spaces, inflicting Knockdown if it connects.
• If the user is four or more times the target's size, they can use the [Stomp] command to inflict damage equal to their unarmed strike and inflict knockdown and pinned status upon their target. [Stomp] will leave the target knocked prone and pinned.
Special/secondary effects, spells and powers may be more effective against smaller targets, increasing the magnitude or duration of such effects.
The greater the size difference the more pronounced the magnitude/duration.
Intimidate skill becomes easier to use against smaller targets.
However, using other Social skills may result in a penalty unless the Giant's reputation is positive.
Stealth skill becomes harder to use, cover options may become more limited and movement will be harder to conceal the user’s presence.
• Evasion and Defense remain unchanged, however the accuracy to hit smaller targets is reduced and smaller targets will gain extra accuracy for their attacks.
Inventory space expands with size, allowing the user to carry more items sized for smaller creatures.
Although the amount of equipment they can hold designed for their size is about the same as someone of human size.
Giants can carry smaller allies and NPCs with varying degrees of ease, if the size difference is great enough the giant character may even be able to store other creatures in their pockets or bags.
Giants have trouble with interiors and enclosed areas not designed for them. At best, they may have to bow or kneel under low clearance and sidle through narrow paths and worst they will be forced to squeeze into small passage and doorways. Squeezing into small spaces hampers movement and available actions for all creatures, but giants are more prone to this scenario.
• It is entirely possible a giant character may be too big to fit inside an area, and they will be forced to stay outside. Unless they have some means to shrink down to fit within the enclosed space.
Giant characters are less likely to be intimidated by those smaller than themselves by skill alone.
The bigger the giant, the larger the Area of Effect their attacks gain. Even if a giant misses their target, a smaller foe must expend AP to move outside the attack's AoE or take splash damage.

Token aspects affected by size:

  • Accuracy (Giants gain an advantage in melee, smaller creatures gain an advantage at range.)
  • Stealth check while moving
  • Reduced cover bonus/opportunities
  • Less compatible with indoor and enclosed areas.

♦ Advantages/Disadvantages for being smaller:

  • MAIN POINT: Smaller races are comparatively weaker in comparison but excel in efficiency and subtlety. They are incredibly easy to upgrade and maintain.
Smaller character gain an advantage in accuracy against larger foes, and large foes have less accuracy against hitting them. Giants are still favoured in Melee Combat but not so much in ranged or precision-based combat.
Smaller characters have huge bonuses to Stealth, being able to use more objects as cover and being virtually silent while moving. They can at times even use larger creatures as cover.
Smaller characters use only a fraction of resources and expenses compared to other characters. It is also far more likely that weapons and equipment will be available or craftable for smaller users than giants. Fortunately, Small-sized equipment maintains its effectiveness, it does not decrease like it does when giants scale up.
Contested spell and power effects will have reduced magnitude and/or duration on larger foes. If the foe is more than four times bigger than the smaller character, the spell/power may fail to affect them entirely. For Damage/Healing, these effects scale by the user’s size and do not typically fail like contested effects do.
• Small characters can meta-modify Spell/Powers to be treated as a larger size by increasing its spell/power level by 2 per doubling of size. Doing so consumes more resource points however.
Smaller characters cannot move as fast across flat ground as larger characters do and they’re slowed down further in difficult terrain. Many smaller characters have to jump and climb to reach places not designed for them.
• Small-sized characters (2 to 2'9ft) generally have trouble with door handles, table or counter-tops of human-sized settlements. Sitting on a chair or traversing stairs requires climbing.
• Tiny-sized characters (5-8in) generally can't reach door handles without climbing and must be resourceful when encountering closed doors with no exploitable gaps. It takes them longer to climb up objects they can climb including stairs.
Smaller characters have less inventory space and not able to carry objects designed for larger creatures. However, when it comes to items and equipment sized for them, they can carry similar amounts of load as someone of human size.
• If the size difference is great enough, smaller characters can be carried by larger allies and even reside within their inventory space, such as their pockets or bags.
Smaller character have unique accessibility to openings and passages that humans may not be able to fit into. Crawlspaces and narrow gaps may be traversed by smaller characters with little to no impedance on their movement.
Smaller characters are less likely to intimidate people larger than themselves, they are also easier to be intimidated by hostiles larger than themselves.

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