Difference between revisions of "Size"

From The Hidden Room
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Larger creatures are easier to hit, even though they are more resistant to harm. For example, a giant in plate mail would likely have gaps in the armor the size of a person. Similarly, smaller creatures are harder to hit, even though they are less resistant to harm. These rules help describe how that dynamic works in this system. In this mechanic, being large is a disadvantage and being small is an advantage.
Larger creatures are easier to hit, even though they are more resistant to harm. For example, a giant in plate mail would likely have gaps in the armor the size of a person. Similarly, smaller creatures are harder to hit, even though they are less resistant to harm. These rules help describe how that dynamic works in this system. In this mechanic, being large is a disadvantage and being small is an advantage.


* Creatures subtract their Size Bonus from their Attack Rating
* Creatures subtract their Size Bonus from their [[Attack Score]]
* Creatures subtract their Size Bonus from their Defense Score
* Creatures subtract their Size Bonus from their [[Defense Score]]

Revision as of 21:09, 21 April 2022

Template:Setting Apparatus Rules > Size

Size has dramatic mechanical effects in this system. Big creatures often raise the stakes of combat. They are typically slower and easier to hit, but also stronger and more resistant to superficial harm.

Sizes

There are 6 categories of size in the system: Tiny, Small, Medium, Large, Huge, and Gargantuan. Their examples can be found in Table 1, below.

Table 1. Sizes Category Examples
Size Example
Tiny Domestic cat
Small Human child
Medium Human adult
Large Bear
Huge Giant
Gargantuan Ancient dragon

Size Multiplier and Size Bonus

The core mechanic behind size is the Size Multiplier and the Size Bonus. The Size Multiplier is the coefficient that describes how much larger or smaller creatures are to each other, and how that size affects certain rules of the game. The Size Modifier is similar but acts as a constant that is added or subtracted. The Multiplier and Modifier for each Size category is shown in Table 2, below.

Table 2. Size Multipliers and Modifiers
Size Multiplier Modifier
Tiny 0.25x -4
Small 0.5x -2
Medium 1x +0
Large 2x +2
Huge 4x +4
Gargantuan 8x +8

Size and Space

For rules that involve the space a creature takes up, the Size Multiplier affects the space of a creature as detailed in Table 3, below. These rules assume that the game treats one map square as 1 meter.

Table 3. Space Multiples
Size Space (m) Height* (m)
Tiny 0.25 0.5
Small 0.5 1
Medium 1 2
Large 2 4
Huge 4 8
Gargantuan 8 16

* Height assumes upright creatures. For other creatures, this might refer to length.

Size and Might

Big things are strong and tough, typically. This describes the fact that large creatures are strong, deal more physical damage with their mass, can carry more, are more resistant to superficial harm, and are more resistant to the same doses of toxins and diseases as smaller creatures.

The Might score is calculated normally, but the way that Might is used in certain situations is adjusted by the Size Multiplier or Size Modifier, as listed here:

  • Size Multiplier Effects
    • Damage with natural and weapon attacks is multiplied by the Size Multiplier
    • Total Health is multiplied by the Size Multiplier
    • Carrying capacity is multiplied by the Size Multiplier
  • Size Modifier Effects
    • Saves against disease, poison, and other things involving physical health gain a bonus equal to the Size Modifier
    • Feats of strength checks gain a bonus equal to the Size Modifier

Size, Defense, and Attack Rating

Larger creatures are easier to hit, even though they are more resistant to harm. For example, a giant in plate mail would likely have gaps in the armor the size of a person. Similarly, smaller creatures are harder to hit, even though they are less resistant to harm. These rules help describe how that dynamic works in this system. In this mechanic, being large is a disadvantage and being small is an advantage.