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'''Special''' - [[Bonus Points (Proficiency)|Bonus Points]] - [[Talents (Proficiency)]] - [[Talent Points (Proficiency)#Talent Points|Talent Points]] - [[Talent Training (Proficiency)|Talent Training]] - [[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)|Talent Training]] - [[Traits_(Traits)|Traits]] - [[Traits_(Traits)#Qualities|Qualities]] - [[Traits_(Traits)#Flaws|Flaws]] | ||
| − | Talents = Special Skill, each will now be listed as like "pick pockets (talent)" | + | |
| + | (Talents = Special Skill, each will now be listed as like "pick pockets (talent)" | ||
Magical Proficiency = signature spells and metamagic where necessary. Magical Proficiency is generally awarded solely by CLASS. Proficiency allows learning and casting of spells, Specialization allows the bonuses of Mage Specialization. Cleric meanwhile gets Minor and Major Spheres via Proficiency. Clerics also get Domains now. We MAY make Proficiency the "I don't know much about this" for Specialist Mages and then make "I know SO much about this be MASTERY", similarly Cleric Domain = Mastery for them. I think this may be the best way to handle it and it fits with the existing systems. It also means I can work on High and Grand Mastery for these. | Magical Proficiency = signature spells and metamagic where necessary. Magical Proficiency is generally awarded solely by CLASS. Proficiency allows learning and casting of spells, Specialization allows the bonuses of Mage Specialization. Cleric meanwhile gets Minor and Major Spheres via Proficiency. Clerics also get Domains now. We MAY make Proficiency the "I don't know much about this" for Specialist Mages and then make "I know SO much about this be MASTERY", similarly Cleric Domain = Mastery for them. I think this may be the best way to handle it and it fits with the existing systems. It also means I can work on High and Grand Mastery for these. | ||
| − | Man, what would be the equivalent for Rogues. Backstab? That actually sounds like a good idea. Making it a proficiency may work and the improved proficiency increases it. Needless to say, these Class based proficiency should outright state they can't be obtained without GM approval or something like that. | + | Man, what would be the equivalent for Rogues. Backstab? That actually sounds like a good idea. Making it a proficiency may work and the improved proficiency increases it. Needless to say, these Class based proficiency should outright state they can't be obtained without GM approval or something like that.) |
===Equipment and Expenses=== | ===Equipment and Expenses=== | ||
Revision as of 08:00, 27 March 2018
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Contents
- 1 Getting started
- 2 Main Sections
- 2.1 Character Basics
- 2.2 Skills and Traits
- 2.3 Equipment and Expenses
- 2.4 Living
- 2.5 Magic
- 2.6 Magic
- 2.7 Combat Proficiencies
- 2.8 Skill Proficiencies
- 2.9 Classes
- 2.10 Equipment
- 2.11 Magic
- 2.12 Combat
- 2.13 Actions
- 2.14 Warfare
- 2.15 Living
- 2.16 The World
- 2.17 Conditions
- 2.18 Powers
- 2.19 Special Conditions
- 2.20 Encounters
- 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)
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 - 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
(Talents = Special Skill, each will now be listed as like "pick pockets (talent)"
Magical Proficiency = signature spells and metamagic where necessary. Magical Proficiency is generally awarded solely by CLASS. Proficiency allows learning and casting of spells, Specialization allows the bonuses of Mage Specialization. Cleric meanwhile gets Minor and Major Spheres via Proficiency. Clerics also get Domains now. We MAY make Proficiency the "I don't know much about this" for Specialist Mages and then make "I know SO much about this be MASTERY", similarly Cleric Domain = Mastery for them. I think this may be the best way to handle it and it fits with the existing systems. It also means I can work on High and Grand Mastery for these.
Man, what would be the equivalent for Rogues. Backstab? That actually sounds like a good idea. Making it a proficiency may work and the improved proficiency increases it. Needless to say, these Class based proficiency should outright state they can't be obtained without GM approval or something like that.)
Equipment and Expenses
Money - Coinage (Treasure - Gems (Treasure) - Art (Treasure)
Weaponry - Weapons (Weaponry) - Weapon Quality (Weaponry) - Weapon Material (Weaponry - Weapon 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) - Supplies (Gear)
(something to express magic items for sale??) Potions (Alchemicals) - other stuff?
Services (hiring people, identification, healing, etc.)
Living
Food Supplies (Life) - Water Supplies (Life) - Lodging (Life) - Expenses (Life)
(expenses to cover how much it costs to live according to a certain standard, streamlining some of the other life stuff
Magic
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.)
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?
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)