Difference between revisions of "Size"

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


* Damage with forceful weapon attacks
* Damage with natural and weapon attacks is multiplied by the Size Multiplier
* Health gained per level
* Total Health is multiplied by the Size Multiplier
* Carrying capacity
* Carrying capacity is multiplied by the Size Multiplier
* Saves against disease, poison, and other things involving physical health
* Saves against disease, poison, and other things involving physical health gain a bonus equal to the Size Bonus
* Feats of strength checks
* Feats of strength checks gain a bonus equal to the Size Bonus


=Size, Defense, and Attack Rating=
=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.
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.

Revision as of 18:46, 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

The Size Multiplier

The core mechanic behind size is the Size Multiplier. This is the coefficient that describes how much larger or smaller creatures are to each other, and how that size affects the rules of the game. The multiplier for each Size category is shown in Table 2, below.

Table 2. Sizes Multipliers
Size Multiplier
Tiny 0.25x
Small 0.5x
Medium 1x
Large 2x
Huge 4x
Gargantuan 8x

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 Bonus, as listed here:

  • 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
  • Saves against disease, poison, and other things involving physical health gain a bonus equal to the Size Bonus
  • Feats of strength checks gain a bonus equal to the Size Bonus

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.