Action!/System/Thoughts


 * Progression for all things is +5/+3/+2/+1/+1/..., up to a maximum of SkillMax.
 * Stats still cost 10 points per point, although with a maximum of SkillMax. Maybe it should be called (SkillMax-10) level now?


 * Better progression is mapped to X(>1) Steps of progression per Cost 1, but the max is still the same. Worse progression is equal to cost Y(>1) per Step.


 * Only the best progression is used. No multiples allowed.


 * Bonuses of other types are encouraged, like (examples):
 * Multiple identical Actions per Action of Type
 * Multiple non-identical Actions per Action of Type
 * Free Action of type [Action] with any other Action
 * Multiple non-identical Actions of any kind
 * A positive die
 * A negative die on target
 * Incur penalty (progression) on target
 * Gain a Point if Action is succesful. (10)
 * Free Defenses with Skill
 * New Effect/Width pair. Effect follows progression, Width is inverse to progression (1 = Cost 5, 2 = Cost 3, 3 = Cost 2, 4 = Cost 1, 5 = Cost 1,...)
 * Effect is as normal. Effect out.
 * Width is Area of Effect / Effect Scale / Autofire / etc. Width includes multiple targets, Attack target sizes affected etc.
 * Width can be 1: target, 2:Area target, X:X hexes. Or 1:human target, 2: Large target, 3: Huge target,..., or Width targets.
 * Maybe we should introduce Penetration, too? Penetration > Armor = normal damage, Penetration ≤ Armor = Reduce damage by Armor
 * Weapons: Stats are Penetration, Damage, Defense (for Shields), Schticks.
 * Dagger: Damage 1/6, Penetration 1, Schtick: Small, 20
 * Baton: Damage 1/6, Penetration 0, Schtick: Small, Stun, 20
 * Staff: Damage 1/4, Penetration 0, Schtick: Large, Stun, 20
 * Club: Damage 1/5, Penetration 0, Schtick: Stun, 20
 * Sword: Damage 1/4, Penetration 1, 40
 * Axe: Damage 1/5, Penetration 2, 40
 * Short Spear: Damage 1/6, Penetration 3, 40
 * Long Spear: Damage 1/5, Penetration 4, Schtick: Large, 60
 * Big Club: Damage 1/4
 * Big Sword: Damage 1/3, Penetration 2, Defense 0, Schtick: Large, 60
 * Big Axe: Damage 1/4, Penetration 3, Defense 0, Schtick_: Large, 60
 * Small Shield: Damage 1/6, Penetration 0, Defense 2, Schtick: Buckler, Clumsy, 20
 * Shield: Damage 1/5, Penetration 0, Defense 3, Schtick: Clumsy 1, 40
 * Large Shield: Damage 1/4, Penetration 0, Defense 4, Schtick: Clumsy, 80
 * Clumsy: -5 AV as Weapon.
 * Armor: Stats are Absorption (vs EV) and Hardness (vs Damage)
 * Leather: Absorption 1, Hardness 1
 * Hard Leather: Absorption 2, Hardness 3
 * Reinf. Leather: Absorption 3, Hardness 2
 * Hide: Absorption 3, Hardness 1
 * Chainvest: Absorption 3, Hardness 3
 * Chainmail: Absorption 4, Hardness 3
 * Chestplate: Absorption 3, Hardness 5
 * Reinforced Chain: Absorption 5, Hardness 4
 * Plate: Absorption 5, Hardness 5
 * Greaves +1 Absorption, -1 Move
 * Arms : +1 Absorption