Some small combat changes and other miscellaneous stuff to do with such matters. STAT POINTS STUFF: 1. Please don't give yourselves passives that just give you stat points right at the start of a fight, that's kinda what Suit is for. 2. STAT POISONING! If you have too many points in a stat, you'll take damage every turn corresponding to how much of a stat overflow you have! Each Instar raises this 'toxicity cap' for stats. Protists are poisoned at over 8 points in any stat, Minor Arcana at 12, Oracles at 18, Major Arcana at 22, and Archetypes at 28. 3. Stat Alchemy can only produce a max of 2 points per turn (4 on critical success). 4. When using Qualia or Silverware to boost an attack roll, the damage dealt by that attack still adds the spent stat points. This is to incentivize people to actually spend stat points on attacks more often. KNOCKBACK: Knockback has been implemented! You can choose to convert some of the damage you deal into knockback, moving a target an amount of tiles equivalent to the amount of damage you converted. Most knockback is directly AWAY from you, but certain weapons could have unique variants (e.g. a grappling hook pulling targets towards you instead) PARRY/RIDDLE BUFF: If you start a turn with a parry or riddle that stores [0] damage, your magical/nonmagical attack on this turn gains a + to the roll equivalent to your Qualia (riddle) or your Silverware (parry). This incentivizes people to actually ATTACK a drone who uses Parry/Riddle, in turn allowing that drone to then reflect damage. Also means that leaving a Swords/Staves drone ALONE in combat just became quite a lot more dangerous than it already was. Oh, and Cutlery Drawer/Recollection builds are now slightly more powerful. because of course the Big Damage builds needed to be more powerful. SUCCESS RATES: 5 is now partial failure, 4 and below is normal failure, 6 is proper success. TRIVIA: You can now gain Trivia through the following methods alongside on critical rolls: After failing three times in a row, after taking 4+ damage from a single attack (or from status effects on turn start), and you may also now perform a new action on your turn: REGRESS: Transmute 90% (rounded down) of your max esoteria's worth of Esoteria to create 1 Trivia. In other words, if you have a lot of Esoteria you can expend (almost) all of it to make 1 Trivia. The % drops by 10 each instar, so an Oracle only has to sacrifice 70% and a Archetype only 50%. A Trivia can now be used to ignore a failure, though doing so does inflict a -2 to your next roll. A Trivia can now be used to increase 5 stats by 1 point each. You cannot alter this distribution (no putting all the points in 1 stat)
If you have any changes YOU'D like to implement, ask in the comments and I will consider them!