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- 3 Original List (presently redressing) Main Sections
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Main Sections
Sections marked with * are unfinished. Sections marked with † are intended to come later in development.
][ = Bookmark
Character Basics
Adventure Style* - Character Creation* (redo)
Attributes - Attributes - Attribute Generation - Attribute Gain
Physical Attributes - Strength - Dexterity - Constitution
Mental Attributes - Intelligence - Wisdom - Charisma
Derived Attributes
Health - Hit-Dice - HP - VP - Fatigue - System Shock (Health)* ][
Other Derived Attributes - Mobility* - Encumbrance - Speed
Former version:
Derived Attributes - Health* (heavy revisions necessary due to issues with HD + Class Levels) ][ - Fatigue -
Fundamentals
Race - Race† - Race List† - break up cultural and physical traits of races, stonecunning etc. can be from someone who was raised by dwarves as easily as someone who is a dwarf. So, we'll have a Species - Culture - Background (like 5e on the latter, what the character did prior to adventuring or what they do now if unclassed)
Class - Experience† - Class† - Class Form† - Class List†
(Class must define Class, Levels. Class Form Class/Monoclass, Multiclass, Dualclass, Pseudoclass and 0th Level Characters)
Other Fundamentals - Age - - Size† - Background†
Skills and Traits
Combat - Combat Proficiency† - Combat Points† - Weapon Proficiency† - Fighting Style Proficiency† - Armour Proficiency† - Defence Proficiency† - Combat Proficiency Training†
Skill - Skill Proficiency* - Skill Points* - Skill Rating* - Skill Difficulty* - Critical Skill Use (Proficiency) - Fumbled Skill Use (Proficiency) - Skill Training† - Language - Fluency - Language Training†
Magical - Arcane Learning - Divine Spheres - Magical Proficiency - Magical Training†
Special - Bonus Points - Talents (Proficiency) - Talent Points - Talent Training - Traits - Qualities - Flaws
Lists - Combat Proficiency List (List) - Skill Proficiency List (List) - Talent List (List) - Language List (List - Arcane Learning List (List) - Divine Learning List (List) - Magical Proficiency List Traits List (List)
Equipment and Expenses
Treasure - Coinage (Treasure - Gems (Treasure) - Art (Treasure) - Treasure Tables (Treasure)
Note: we should probably put weapon material (for weapon and ammo) on one page, defence material (for armour, shields, helms) on one page, quality for the former on one page, quality for the other on another page.
Weaponry - Weapons (Weaponry) - Weapon Quality (Weaponry) - Weapon Material (Weaponry - Weapon Size (Weaponry) - Ammo (Weaponry) - Ammo Quality (Weaponry) - Ammo Material (Weaponry) - Ammo Size (Weaponry)
Defences - Armour (Defences) - Armour Quality (Defences) - Armour Material (Defences) - Helmets (Defences) - Helmet Quality (Defences) - Helmet Material (Defences) - Shields (Defences) - Shield Quality Defences - Shield Material (Defences)
Gear Equipment (Gear) - Tools (Gear) - Clothing (Gear)
Supplies - Supplies (Supplies) - Food (Supplies) - Drink (Supplies) - Containers (Supplies) - Trade Goods (Supplies)
Animal Purchases - Animals (Animal Goods) - Mounts (Animal Goods) - Barding (Animal Goods)) - Tack & Harness (Animal Goods)
Machine Purchases - Land Vehicles (Machine Purchases) - Naval Vehicles (Machine Purchases) - Air Vehicles (Machine Purchases - Unusual Vehicles (Machine Purchases) Siege Engines (Machine Purchases)
(something to express magic items for sale??) Potions (Alchemicals) - Reagents (Alchemicals) - other stuff?
Services - Hirelings (Services) - Magical Services (Services) - Standard Services (Services) - Soldiers (Services) - Staffing (Services) (hiring people, identification, healing, etc.)
Living
Survival - Food and Hunger(Survival) - Water and Thirst (Survival) - Sleep and Tiredness (Survival) - Air Supply (Survival) - Temperature (Survival) - Fire (Survival) - Shelter (Survival) - Weather (Survival) - Climate System (Survival)
Resources - Hunting (Resources) - Foraging (Resources) - Agriculture (Resources) - Logging (Resources) - Obtaining Water (Resources) - Gathering (Resources) - Mining (Resources) - Fishing (Resources)
Civil - Lodging (Civil) - Expenses (Civil) - Work (Civil) - Performance (Civil) - Thieving (Civil)
Training - Personal Training (Training) - Teaching (Training)
Crafting - etc.
Company - Socializing (Company) Hirelings (Company) - Followers (Company) - Henchmen (Company) - Companions (Company) - Loyalty (Company)
(companions used for bonds like animal companions and familiars)
(expenses to cover how much it costs to live according to a certain standard, streamlining some of the other life stuff
Perception
Vision - Visibility (Perception) - Vision Types (Perception - Visual Range (Perception) - Light Sources (Vision)
Hearing - Noise (Hearing) - Hearing Types (Hearing) - Hearing Range (Perception
Other Senses - (taste) (smell) (touch) (tremorsense) (other stuff)
Magic
Magic Spell Casting (Magic) - Spell Preparation (Magic) - Ritual Casting (Magic) What else?
Arcane - Arcane Magic (Arcane) - Learning Spells (Arcane) - Magical Fumbling (Arcane) (for armour use)
Divine - Divine Magic (Divine) - Domain Casting (Divine) - What else?
Magical Subjects - Magical Subjects (Magical Subjects - Summons (Magical Subjects) - Bound Undead (Magical Subjects) - Controlled Constructs (Magical Subjects) - Enchanted Thralls (Magical Subjects)
Crafting - Magical Crafting (Crafting) - Magical Potions (Crafting) - (Scrolls, Magical Items, Weapons, Armour, Runes, other stuff.)
possible alterations into casting: change slots so utility type spells take fewer slots? ritual magic takes 1 hour per level, each mage of the required level to cast the spell must know the spell and can decrease the time taken by, what, 5 minutes?
Combat
Combat Basics - Starting Combat (Combat Basics) - Combat Round (Combat Basics) - Combat Actions (Combat Basics) - Combat Timing (Combat Basics) - Line of Sight (Combat Basics) - Line of Access (Combat Basics)
Fighting - Attacking (Fighting) - thac0 (Fighting) - Defence (Fighting) - Damage (Fighting) - Critical Attack (Attack) - Fumbled Attack (Fighting) - Severity (Fighting) - Threat (Fighting)
Damage - Damage (Damage) - Damage Types (Damage) - Item Damage (Damage) - Permanent Damage (Damage)
Saves - Saving Throw (Saves) - Saving Throw#Making Saves (Save) - Saving Throw#Glancing Hit (Save) - Saving Throw#Critical Save (Saves) - Saving Throw#Fumbled Save (Saves) - Item Save (Save) -
Innate Attacks - Brawling (Innate Attacks) - Wrestling (Innate Attacks) - Natural Attacks (Innate Attacks)
Range - Touch Range (Range) - Melee Range (Range) - Range (Range)
Attack Types - move some things from combat specifics to here, rename Combat Specifics
Combat Specifics - Area Attack(Combat Specifics) - Envenomed Attack (Combat Specifics) - Gaze Attack (Combat Specifics) - Sound Attack (Combat Specifics) - Recharging Attack (Special Attacks) ? For like spider web and such Weapon Hand (Combat Specifics) - Multi-Weapon Fighting (Combat Specifics - Aura (Combat Specifics) - Firing into Melee - Mixing Weapon Types (Combat Specifics) - Automatic Hits (Combat Specifics) - Attacking an Area (Combat Specifics) - Grenade-Like Missiles (Combat Specifics) - Throwing (Combat Specifics) - Scatter (Combat Specifics) - Facing (Combat Specifics) - Sneak Attack (Combat Specifics) - Stealth in Combat (Combat Specifics)
(attacking should include the differences between melee, missile and throwing weapons. Light weapon should be moved to a Tag. Recharging attack is for things like dragon breath and web. Facing explains turning, flank and back attacks )
Special Combat - Mounted Combat (Special Combat) - Vehicular Combat (Special Combat) - Aerial Combat (Special Combat) - Underwater Combat (Special Combat) - Zero Gravity Combat (Special Combat) - Fighting Whilst Falling (Special Combat) (may rename this category?)
Actions
Action Types - Passive Actions (Action Type) - Reactions (Action Type) - Opportunity Actions (Action Type) - Free Actions (Action Type) - Move Actions (Action Type) - Standard Actions (Action Type) - Full Actions (Action Type) - Multi Actions (Action Type) - Longterm Actions (Action Type) - Sustained Actions (Action Type) - Legendary Actions (Action Type)
Lists - Passive Action List (List) - Reaction List (List) - Opportunity Action List (List) - Free Action List (List) - Move Action List (List) - Standard Action List (List) - Full Action List (List) - Multi Action List (List) - Longterm Action List (List) - Sustained Action List (List) - Legendary Action List (List)
Adventuring
Dangers - Falling Objects (Dangers) - Falling (Dangers) - Drowning - Asphyxiation - what else? (List specific kinds of hazards from the Survival Guides perhaps)
Movement - Move Points (Movement) - Movement Type (Movement) - Movement Style (Movement) - Terrain Features (Movement) - Jumping (Movement)
Overworld - Move Points (Overworld Movement) - Terrain Features (Overworld) - Travel (Overworld) - Sailing (Overworld) - Flying (Overworld) - Exploration (Overworld)
Recovery - Healing (Recovery) - Resting (Recovery) - Regeneration (Recovery)
Stealth - Detection (Stealth) - Stealth (Stealth)
Tags - Location Tag Basics (Tags) - Location Tag List (List)
Warfare
Battles - Mass Combat (Battles) - Naval Combat (Battles) - Formations (Battles)
Siege - Structures (Siege) - Siege War (Siege) - Siege Construction (Siege)
Vehicular Warfare - Land Vehicles - Naval Vehicles - Siege Engines
Conditions
Condition Types - Physical Conditions (Condition Type) - Mental Conditions (Condition Type) - External Conditions (Condition Type) Poison - Poison Basics (Poison) - Poison List (List) Disease - Disease Basics (Disease) - Disease List (List) Wounds - Wound Basics (Wounds) - Wound List (List) Conditions List - Physical Conditions List (List) - Mental Conditions List (List) - External Conditions List (List)
Powers
Special Abilities - Active Abilities (Special Abilities) - Passive Abilities (Special Abilities) - Active Abilities List (List) - Passive Abilities List - Arcane Spells List (List) - Divine Spells List (List) - Psionics List (List)
Tags Ability Tag Basics - Ability Tag List (List)
Encounters
Monsters - Monster Stats (Monsters) - Monster Generation (Monsters) - Monster Conversion (Monsters) - Playable Monsters (Monsters) - Monster Tag Basics (Tags)
Encounters - Random Encounters (Encounters) - Wandering Monsters (Encounters) - Special Encounters (Encounters) - Encounter Tag Basics (Tags)
Lists - Monster List (List) - Monster Tag List (List) - Encounter Lists (List) - Encounter Tag List (List)
(monster types makes some of the tags specific to creatures)
Tags
Tags - Tag Basics (Tags) - Tag List (List)
current to do
Special Skills List* Skill List* - Language Fluency*
New Idea: "Attribute Relatives" - just like very large and very small things change HP/Damage scale, physical stat relatives across utterly enormous sizes will probably add additional bonuses. Either we have, like, Continental Scale versions of attriutes like Str that have Bigger Bonuses... OR we just say "characters of this size scale have a bonus of X to hit, damage, whatever and on checks where size difference is relevant, multiply the bonus/penalty by X or something. I dunno. We'll work it out on Size.
Possible alteration of Critical Success for Skills; if you roll 1 or 20, roll 1d6 and add or subtract it from the roll. Keep rolling if you roll a 6. Then use this value for the effective roll. Maybe consider changes to Critical Hits in the same vein; add d6s and then compare the AC and do the 1/2 damaging thing. See also Saves. Maybe add Critical Ranges to these things too.
Original List (presently redressing) Main Sections
Sections marked with * are unfinished.
Character Basics
Attributes - Attribute Generation - Skill Modifiers - Attribute Gain - Encumbrance
Strength - Dexterity - Constitution - Intelligence - Wisdom - Charisma
(Social Reaction Modifier is now Disposition Modifier, Social Modifier now is Presence Modifier)
Derived Attributes
Health - Fatigue - Mobility - Encumbrance - Speed* (speed consists of two parts, base speed and weapon speed)
Classes
Classes - Class List* - Class Options* - Starting Equipment*
Experience - Class Training* -Practice & Study/Drilling (may need some new location)
(add bulletpoints to table entries for classes to prevent the 'stack up' of comma'd traits)
Combat Proficiencies
Combat Proficiencies - Combat Styles* - Combat Proficiency Training*
Skill Proficiencies
Skill Proficiency Basics* - Skill Points - Skill Rating (include synergy) - Skill Difficulty*
Special Skills* - Special Skills List*
Skill List* - Traits* - Skill Proficiency Training*
Equipment
Money and Treasure*
Weapons* - Weapon Quality* - Weapon Material*
Armour* - Armour Quality* - Armour Material*
Equipment* -
Tools* -
Supplies*
Expenses* - Shopping*
(following sections need appropriate division)
Weapon size relative to the character changes what category it uses: for instance, a large longsword is considered a Great Sword in terms of proficiency for a Medium character
Magic
Magic* - Crafting Magical Items* - Magical Subjects*
possible alterations into casting: change slots so utility type spells take fewer slots? ritual magic takes 1 hour per level, each mage of the required level to cast the spell must know the spell and can decrease the time taken by, what, 5 minutes?
Combat
Initiating Combat - Combat Round - Combat Actions
Attack & Defence
Attacking - THAC0 Tables - Defending - Criticals and Fumbles (Combat) - Severity
Saves - Saving Throw Tables - Item Saves - Criticals and Fumbles (Saves)
Brawling* - Wrestling* - Natural Attacks* - Throwing Attacks* - Threat* (and opportunity)
Movement
Movement - Terrain Features (Combat) - Alternative Movement (Combat) - Jumping( - Swimming* - Flying* - Burrowing*
edit jumping rules somewhat - change table to be 1/3, 1/6, 1/12, 1/20
Humanoid Movement Methods* - Beast Movement Methods* (running and sprinting vs canter/gallop/dashing) -
Perception
Visibility - Light Sources - Vision Types* (infravision penetrates darkness, x-ray penetrates concealment)
Sight Range (PHB, DMG and Wilderness Survival Guide should have some notes)
Range
(concealment/lighting/cover, lowlight, xray etc.) - Line of Access* -
Touch Range* - Melee Range* - Range* - Time*
Combat Spot Rules
Main Hand vs. Off-Hand - Light Weapons - Two-Weapon & Multi-Weapon Fighting - Mixing Melee & Ranged - Firing Into Melee & Precision Attacks - Automatic Hits - Attacking an Area - Grenade-Like Missiles* - Scatter*
Falling* - Falling Objects* - Gaze Attacks*
Mounted Combat* (including vehicles) - Aerial Combat* - Underwater Combat*
Permanent Damage* (maximum hp, vp, fp, system shock and stat loss - how to get it back if its removed)
Flanking Attacks* Back Attacks* Turning* - Sneak Attacks*
(mounted combat - you can mount anything with a greater size than yourself unless specifically stated otherwise - otherwise, you are simply being carried by that character)
Actions
Passive Actions - Reactions - Opportunity Actions - Free Actions
Move Actions - Standard Actions - Full Round Actions - Multi Round Actions
Warfare
Integrity* - Structures*
Land Vehicles* - Naval Vehicles* - Siege Engines*
Naval Combat* - Siege War*
Mass Combat*
Living
Food & Hunger* - Drink & Thirst* - Sleep & Tiredness
Temperature* - Air Supply* - Fire*
The World
Social Reaction* - Performance* - Stealth* (hiding and sneaking)
Hirelings, Followers and Henchmen*
Overland Movement* - Exploration*
Weather* (some notes in combat chapter of book, under Vision)
Conditions
Physical Conditions - Mental Conditions - External Conditions
original: Conditions*
Powers
Wizard Spells* - Priest Spells* - Psionic Abilities*
Special Conditions
Tags*
significantly reformat tags so they make sense. make the attack bonus thing stack regardless so its just "attack modifier" to standardise attack bonuses into circumstantial modifiers ala the opposed enchantment modifiers
Encounters
Random Encounters* - Monster Stats* - Monster List*
(eventually, these will all be links)