I have tried several combinations of messing with my screen size and I cannot replicate what you're talking about. Are you on a phone?
I was when I typed that, as I am 90% of the time, but I checked on a laptop, and it's still messed up, just in a slightly different way. It's generally just a good idea to use a non variable font when graphically depicting things with text, as more people than not will see it incorrectly.
Hell, different methods of viewing things on the forum get different results. I bet if you look at the body part diagrams in your post history, they'll be differently aligned.
The limit is more due to balancing, but really, we could go without it. If someone wants to pack all their bits onto one thing and then have that thing severed and destroyed, good for them.
Hmm. Mostly, that seems self-balancing, especially if limb parts actually do provide some benefit. However, what if a person takes their torso and piles on a bunch of single parts that don't need humanity or limbs to be useful; say they just cover their torso in twenty guns and six or so feet. Then, they can pile a vast amount of armor onto that one torso part, and have so many redundant parts that they don't lose much by them being chopped off. Should be far less risky than... having a core with any other body type.
Maybe that's balanced by things having an actual cost upon attaching them? So you can only have X number of extra parts, making severe redundancy difficult to achieve. Not sure if that's how the system works already.
Thats a good question. Its the sort of thing that is kind of hard to write universal rules for because, even in the gun limb thing, you could theoretically amble around with the barrels of the guns acting like legs. It may be a judgement thing of giving bonuses and negatives where it seems right, but I don't really like that because it's too subjective. We could have tags for "Movement" but would a foot be a movement part? Could I staple a foot to the gun ball and suddenly it works?
I was talking about the gunspiderman thing with a friend earlier, and they ended up drawing this:
Anyway, I think you might as well just let everyone move regardless of their composition; there'll always be
some way they could make it work. Even the aforementioned gunball should be able to... roll, I guess.
If not, I suggest you split movement into three or four simple categories, and let players state how they move. You look at their system, and categorize it. That shouldn't be too easy to exploit.
Senses are another oddity. I mean, actual demons don't need human senses right? A skeleton has no structures for it, but it can do them. If I replace my head with a skull, do I lose those functions even though the skeleton had them? Should we just assume magical sensing? And if so, can I also have utility parts that somehow make it better?
Ehhh. I think just assuming magical senses is the way to go, but having additional parts that can improve senses is tempting. The clear problem there is monsters that have those senses by default, but either don't have sensing organs (like the aformentioned skeletons), or do, but are just plain superior to other options because of it. Do you want some demon parts to be flat out better than all other options? Because if there's cameye equivalents, that's gonna happen.
And you could slave a demon hand to a normal hand but it really wouldn't do anything. Slaved parts act as modifiers to master parts. A demon hand and a human hand are both functional parts with the function of Grasping. Slaving one to the other doesn't really do anything.
Are you sure? Here's the quote from earlier:
In this case, the gun becomes a side branch of the hand. The Hand remains functional, as does the gun. Imagine it like the gun growing out of the back of the hand or maybe on the wrist. In this way, multiple [end] parts can be connected, either independently or in a slave/master relationship. There's a branching maximum of 4 branches from any single part though, so no building a 20 gun bracelet around your hand.
I took this to mean both end parts remain functional when branched from each other. Which means a second hand could hold a second thing, such as a gun, or a shield. Maybe a different type of sword, which grants a different type of bonus. Both hands would benefit from the limb's bonus.
A significant problem here arises when someone tries to use both hands in the same turn. Sure, you could say they can't attack with two weapons held at the end of an arm in the same turn, but what if they have a sword and shield? Do they specify whether they're using the arm for offense or defense, every turn? What if they go up to six arms doing this, so that they have a large amount of flexibility with their defense/offense tradeoff? This is exactly the sort of thing I'd do.
How about a tag for things you might use to modify a part? Like, say, you find some demon bit with needles, and you want the needles, but not the tail the needles grow on. Maybe you could have an [accessory] tag or something for things like needles, eyes, antennae, ears, horns?, arm spikes, scales, fur, feathers, etc. Might be nice for added diversity if players could play around with the extras a little.
Purely cosmetic stuff like that should just be free, or nearly free, IMO. People shouldn't be able to mix and match traits, because that would be hell to balance--people would take all the best bits from all the best demon parts, and integrate them with their human parts, so that they get the best of every world. But cosmetic customization would be nice.
Most will get pruned, leaving the best, the most popular, and the ones the GM prefers.
Fixed that for you.