165 lines
6.6 KiB
Markdown
165 lines
6.6 KiB
Markdown
---
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meta: true
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---
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# Characters
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## Character Creation
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- Determine initial attributes
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- Roll for stats
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- Point buy
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- Standard array
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- Determine skills
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- Can skills be bought during character creation?
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- Skills are granted by heritage and background
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- Skills can be granted with qualities
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- [[03 Lineage]]
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- Create lineage for players to choose from
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- Guidelines exist just need to create examples
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- Could ask Brian, Daniel, or Derek
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- [[04 Heritage]]
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- Create heritage for players to choose from
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- Guidelines exist just need to create examples
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- Could ask Brian, Daniel, or Derek
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- [[05 Background]]
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- Create backgrounds for players to choose from
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- Guidelines exist just need to create examples
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- Could ask Brian, Daniel, or Derek
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- [[Version 0.5/1 Characters/Qualities/00 Qualities]]
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- Come up with qualities
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- Some are positive
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- Some are neutral
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- They have positive and bad traits
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- Some are negative
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- They allow you to get another quality during character creation
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- [[Version 0.5/1 Characters/08 Features]]
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- Should characters start with any features?
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- I don't think so. New characters have qualities which grant some abilities but don't have any actual features yet
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## Attributes
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- [[Resolve]] (Mental) vs [[Composure]] (Spiritual)
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- What is [[Self]] used for?
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- In general the groups of attributes have one for health, two for checks, and one for abilities
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- [[Reaction]] is used in combat
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- [[Stamina]] is used for extended tasks
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- [[Self]] should fall in this category
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- Derived attributes
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- [[Health]] uses [[Body]] (Physical), [[Resolve]] (Mental), and [[Composure]] (Mental)
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- Need to figure out equation to use
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- [[Willpower]] is [[Resolve]] and [[Composure]]
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- Implies there could be derived stats for:
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- [[Body]] and [[Resolve]]
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- [[Body]] and [[Composure]]
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## Skills
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- Need descriptions of skills and examples of when they would be used
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- Most of them are self explanatory
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- Could ask Brian, Daniel, or Derek
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## Character Progression
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- When to grant xp?
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- Characters have goals, when they progress their goal during a session they get xp
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- Don't want to do xp for killing monsters because that sucks
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- Killing monsters could be part of a goal though which would grant xp
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- How much xp to grant?
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- Depends on costs of upgrades and desired speed of progression
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- Do some math once features are more ironed out
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- Features
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- Need feature trees for different archetypes
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- Need standalone features like the 5e Feats
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- Some of these should be repeatable
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- Need to determine cost of all features
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- Initial values for [[Version 0.5/1 Characters/Features/Weapon Features/00 Weapon Features]] can be used as an example
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- Weapon features
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- How should the [[04 Extended Range]] upgrade work?
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- Attributes
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- Determine cost of increasing an attribute
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- Should depend on level of attribute
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- Skills
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- Determine cost of increasing skill
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- Should depend on level of skill
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- Determine cost of [[03 Skill Expertise]]
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- This includes language and knowledge skills
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- Should progression require time on top of the xp requirement?
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- Maybe for some of them
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- Language would take time but maybe the time it took was shown by getting enough xp
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- Might come down to the GM for specific cases
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## Party Progression
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- Should this be based on base building type stuff or actual abilities that the party can do while together?
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- What kind of abilities would work for a party instead of an individual?
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- How do you grant xp to a party?
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## Rolling Dice
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- Simple checks are a roll against a DV
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- Opposed checks are two characters rolling against each other
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- Extended checks are checks that require a value larger than can be reached in one roll with the goal of it taking multiple cumulative attempts
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- How to scale the difficulty of this
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- Two axis of difficulty
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- Target value
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- Limited number of attempts
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- Need to figure out how each axis affects chance of success
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- How does teamwork work?
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- Don't like just giving advantage or a flat bonus
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- Should scale based on the skill of the people helping
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- Trying again
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- There should probably be some clearly defined way for characters to try things again
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- Physical tasks don't really make sense unless something has changed that changes the DV or modifier of the roll
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- Social tasks cold be tried multiple times if they try a different tactic
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## Wounds
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- Need to come up with tables of wounds with varying degrees of severity
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- [[Minor Wounds]]
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- [[Major Wounds]]
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- [[Fatal Wounds]]
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## Actions
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- Need to make sure action cost makes sense
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- Get someone to review them to see if they make sense
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## Combat
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- Format combat rules to be more readable
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- Get someone to review
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## Social
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- Build system based on beliefs
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- Take inspiration from Exalted
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## Exploration
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- Define character needs
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- Food
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- Water
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- Sleep
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- Define travel speed
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- On foot
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- Mounted
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- This should change based on terrain
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- Maybe have terrain types
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## Equipment
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- Review weapon types
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- Do the categories make sense for arbitrary time periods
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- Define equipment other than weapons and armor
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## Crafting
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- Crafting should be based on the following:
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- Raw materiel
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- What materials are needed to make the thing
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- This should be measured by [[Bulk]] instead of money to be system agnostic
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- Knowledge
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- Does the character know how the thing they're making works
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- [[Knowledge Skills]]
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- Skill
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- Does the character have the skill to make the thing
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- [[Version 1/Notes/15 Crafting/Crafting|Crafting]], [[Version 1/Notes/3 Skills/Skills/Engineering]], [[Technology]], [[Version 1/Notes/3 Skills/Skills/Science]]
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- Once a character has met the requirements it takes an amount of time that should be defined based on some trait of the item
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- Rarity?
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- Let the gm decide
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- Need suggestions
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### Alchemy
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- Similar requirements to crafting
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- Based on properties of natural elements
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- Plants and stuff
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- Could be character wants to create "effect" and gm says how much time they'll need to collect the resources if they have required knowledge and skill
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- Need to define types of effects
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- Positive and negative
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### Materials
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- Define how material properties interact with each other
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- Define how much of a material is needed to benefit from the property
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- Define what kinds of materials and properties there are
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## Statuses, Conditions, Ailments
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- Statuses have levels of severity
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- Conditions either exist or don't
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- You can't have levels of being prone
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- Ailments aren't used yet
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- Are there effects that don't fall into statuses or conditions?
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- Get a full list of statuses
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- Get a full list of conditions
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## Allies and Enemies
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- Player characters are done this becomes quite a bit easier |