The thing is that multiple people could grapple one creature. So If I had it drop much more it might become extremely OP, since once one person grapples it would be easy for more people to and it builds up to the point where if a few people grab hold, the enemy literally cannot break free or deal any damage. As of right now they could still do that, but it would take a few people, rather than just 2 or whatever. Alternatively I could just say only one person can grapple an enemy at a time and buff the debuff.
I don't see why allowing multiple players to grapple one enemy is so terrible. It still requires people to successfully grapple the monster with higher stats than them, and they lose the opportunity to attack. Also, as I've said before, grappling benefits the side with more units, and more turns. If the players try to grapple while they're outnumbered, they'll get eviscerated. So controlling it is pretty easy; just don't make us fight lone demons often.
How about if grappling a foe also debuffs the grappler's dodge against other enemies? You really shouldn't be able to dodge while holding on to another person.
I actually hadn't even thought about using limb bonuses in the grapple. What I'm probably gonna do is say that you get to choose the limb you're trying to grab and they have to use that limb and their base stats to try and fight back. So if you grab at a weak limb, you can probably get it. If you grab at a strong limb, they're probably gonna evade or break free. Actually I'll do that, say you can grab multiple parts if you have enough [grasp] parts to do so, that only one person can grab an enemy at a time (no ganging up) and that both the grabbed limb and grabbing limb are no longer usable, but that the grabbed critter gets a malus to all combat rolls equal to the difference between both the strength and the dex rolls combined.
Firstly, allowing a person to choose their limb target without penalty makes grappling a bit more powerful, and isn't actually entirely realistic. Why not randomize the target limb normally, essentially making a basic grapple attack a roulette for limb target, while targeting a specific limb guarantees that you'll avoid a limb bonus, but always comes with a heavy penalty?
Secondly, you don't need grasp parts to lock a limb. It's entirely possible to disable a person's arm with your leg, though that's at a point where you're not dodging anything.
I get that you probably just want to keep things simple and balanced, though.Int also helps in scavenging lost body parts. I'm gonna make it so that healing requires Int rolls as well; as does harvesting parts from corpses.
Are these things that you
have to do for yourself? Can there be no medics?
Yes. And I'm thinking that it might be smart to randomize stats instead of pick them. Lose what points? The hypothetical points you'd get once you're at max level? Thats pretty far in the future but yes, you'd just have to spend them on heart.
I'm not really sure how to stop people from just dumping 100 into str like you other than perhaps saying that up to 50 it's a 1 to 1 ratio but past that it starts getting more expensive to buy stats in the beginning. Ie from 60-70 you'd need to spend 2 points to get 1 stat point and so on....actually...
350 points to put into stats to start with. 100 is maximum in all stats except Heart. Heart has no upper limit. However, stats get more expensive as they increase. Up to 70 it’s 1 to 1, but 71-80 needs 2 points for every stat point increase, 81-90 needs 3, and 90-100 needs 4.
I feel like this restricts creativity. I mean, it's pretty clear what the most powerful stat spread is, done like this. Why would you reduce anything? Strength can't be reduced, because it's the powerful attacking stat. Dex can't be reduced because it's now the only defensive stat. Int can't be reduced much because you'll gradually die without it, unless you actually do decide to let players heal their teammates. Speed
can be reduced without much penalty, but you get a big power bump at 100, so it's a bad idea in the long run. Heart's the only real option for reduction, and doesn't do much early on, but the only two real options are to buff str for more damage, or spd for earlier multiattacking.
If you're gonna go with diminishing return point buy, give us way lower starting stats. Really though, I'd prefer a system where you roll 6d10 seven(?) times, and let us use the five highest stats wherever we like, with a few non-diminishing returns points on top of that. That would be interesting, and would prevent munchkinning of the sort I've been doing.
I'm starting to have another concern. What part of this system encourages teamwork? The only real way to help your buddies is to attack whatever they're killing. Are demon powers supposed to be teamwork-oriented?