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Getting started


Main Sections

Sections marked with * are unfinished.

][ = Bookmark

Big Changes

Character Basics

Adventure Style*

Attributes - Attributes - Attribute Generation - Attribute Gain

Physical Attributes - Strength - Dexterity - Constitution

Mental Attributes - Intelligence - Wisdom - Charisma

Derived Attributes - Health - Fatigue - Mobility - Encumbrance - Speed* ][ -

Fundamentals - Age - Class - Race - Size - Experience - Background

Fundamentals

Race Lists - Standard Races - Sourcebook Races - Sourcebook Races - Derived Races (derived = backported from monster manual

Class Lists - Standard Classes - Sourcebook Classes - Sourcebook Classes

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

Equipment and Expenses

Treasure - Coinage (Treasure - Gems (Treasure) - Art (Treasure) - Treasure Tables (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

Survival - Food and Hunger(Life) - Water and Thirst (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


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?

Encounters

Combat Basics - Starting Combat (Combat Basics) - Combat Round (Combat Basics) - Combat Actions (Combat Basics


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.



To Do Still:

Character Creation

Races - Age - Size* -

(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)


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)

Damage - Recovery

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*

Restoring Consciousness*

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*

Formations*

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

Poison - Disease

Wounds - Injuries

original: Conditions*

Powers

Wizard Spells* - Priest Spells* - Psionic Abilities*

Special 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

Character Creation

Attributes - Attribute Generation - Skill Modifiers - Attribute Gain - Encumbrance

Strength - Dexterity - Constitution - Intelligence - Wisdom - Charisma

Races - Age - Size* -

(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*


Language Fluency*

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)

Damage - Recovery

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*

Restoring Consciousness*

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*

Formations*

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

Poison - Disease

Wounds - Injuries

original: Conditions*

Powers

Wizard Spells* - Priest Spells* - Psionic Abilities*

Special 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)