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'''Combat''' - [[Combat Proficiency (Proficiency)|Combat Proficiency]] - [[Combat Proficiency (Proficiency)#Combat Points|Combat Points]] - [[Weapon Proficiency (Proficiency)|Weapon Proficiency]] - [[Fighting Style Proficiency (Proficiency)|Fighting Style Proficiency ]] - [[Armour Proficiency (Proficiency)|Armour Proficiency ]] - [[Defence Proficiency (Proficiency)|Defence Proficiency ]] - [[Combat Proficiency Training (Proficiency)|Combat Proficiency Training]] | '''Combat''' - [[Combat Proficiency (Proficiency)|Combat Proficiency]] - [[Combat Proficiency (Proficiency)#Combat Points|Combat Points]] - [[Weapon Proficiency (Proficiency)|Weapon Proficiency]] - [[Fighting Style Proficiency (Proficiency)|Fighting Style Proficiency ]] - [[Armour Proficiency (Proficiency)|Armour Proficiency ]] - [[Defence Proficiency (Proficiency)|Defence Proficiency ]] - [[Combat Proficiency Training (Proficiency)|Combat Proficiency Training]] | ||
| − | '''Skill''' - [[Skill Proficiency (Proficiency)|Skill Proficiency]] - [[Skill Proficiency (Proficiency)#Skill Points|Skill Points]] - [[Skill Rating (Proficiency)|Skill Rating]] - [[Skill Difficulty (Proficiency)|Skill Difficulty]] - [[Skill Training (Proficiency)|Skill Training]] - [[Language (Proficiency)|Language]] - [[Language (Proficiency)#Fluency|Fluency]] | + | '''Skill''' - [[Skill Proficiency (Proficiency)|Skill Proficiency]] - [[Skill Proficiency (Proficiency)#Skill Points|Skill Points]] - [[Skill Rating (Proficiency)|Skill Rating]] - [[Skill Difficulty (Proficiency)|Skill Difficulty]] - [[Skill Training (Proficiency)|Skill Training]] - [[Language (Proficiency)|Language]] - [[Language (Proficiency)#Fluency|Fluency]] - [[Language Training (Proficiency)|Language Training]] |
'''Special''' - [[Bonus Points (Proficiency)|Bonus Points]] - [[Talents (Proficiency)]] - [[Talent Points (Proficiency)#Talent Points|Talent Points]] - [[Talent Training (Proficiency)]] - [[Traits_(Traits)|Traits]] - [[Traits_(Traits)#Qualities|Qualities]] - [[Traits_(Traits)#Flaws|Flaws]] | '''Special''' - [[Bonus Points (Proficiency)|Bonus Points]] - [[Talents (Proficiency)]] - [[Talent Points (Proficiency)#Talent Points|Talent Points]] - [[Talent Training (Proficiency)]] - [[Traits_(Traits)|Traits]] - [[Traits_(Traits)#Qualities|Qualities]] - [[Traits_(Traits)#Flaws|Flaws]] | ||
Revision as of 01:06, 27 March 2018
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Contents
- 1 Getting started
- 2 Main Sections
- 3 Original List (presently redressing) Main Sections
Getting started
- Configuration settings list
- MediaWiki FAQ
- MediaWiki release mailing list
- Localise MediaWiki for your language
- Learn how to combat spam on your wiki
Main Sections
Sections marked with * are unfinished.
Character Basics
Attributes - Attributes - Attribute Generation - Attribute Gain
Physical Attributes - Strength - Dexterity - Constitution
Mental Attributes - Intelligence - Wisdom - Charisma
Derived Attributes - Health - Fatigue - Mobility - Encumbrance - Speed ][ -
Speed* (speed consists of two parts, base speed and weapon speed)
Proficiencies
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 - Skill Training - Language - Fluency - Language Training
Special - Bonus Points - Talents (Proficiency) - Talent Points - Talent Training (Proficiency) - Traits - Qualities - Flaws
Talents = Special Skill, each will now be listed as like "pick pockets (talent)"
current to do
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*
][ = Bookmark
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.
To Do Still:
(Social Reaction Modifier is now Disposition Modifier, Social Modifier now is Presence Modifier)
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)
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)
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)