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rpg-system-notes/Version 1/TODO.md
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2026-09-03 21:20:00 -06:00

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Characters

Character Creation

  • Determine initial attributes
    • Roll for stats
    • Point buy
    • Standard array
  • Determine skills
    • Can skills be bought during character creation?
    • Skills are granted by heritage and background
    • Skills can be granted with qualities
  • 03 Lineage
    • Create lineage for players to choose from
      • Guidelines exist just need to create examples
      • Could ask Brian, Daniel, or Derek
  • 04 Heritage
    • Create heritage for players to choose from
      • Guidelines exist just need to create examples
      • Could ask Brian, Daniel, or Derek
  • 05 Background
    • Create backgrounds for players to choose from
      • Guidelines exist just need to create examples
      • Could ask Brian, Daniel, or Derek
  • Version 0.5/1 Characters/Qualities/00 Qualities
    • Come up with qualities
      • Some are positive
      • Some are neutral
        • They have positive and bad traits
      • Some are negative
        • They allow you to get another quality during character creation
  • 08 Features
    • Should characters start with any features?
      • I don't think so. New characters have qualities which grant some abilities but don't have any actual features yet

Attributes

  • Resolve (Mental) vs Composure (Spiritual)
  • What is Self used for?
    • In general the groups of attributes have one for health, two for checks, and one for abilities
      • Reaction is used in combat
      • Stamina is used for extended tasks
      • Self should fall in this category
  • Derived attributes
    • Health uses Body (Physical), Resolve (Mental), and Composure (Mental)
      • Need to figure out equation to use
    • Willpower is Resolve and Composure
      • Implies there could be derived stats for:
        • Body and Resolve
        • Body and Composure

Skills

  • Need descriptions of skills and examples of when they would be used
    • Most of them are self explanatory
    • Could ask Brian, Daniel, or Derek

Character Progression

  • When to grant xp?
    • Characters have goals, when they progress their goal during a session they get xp
    • Don't want to do xp for killing monsters because that sucks
      • Killing monsters could be part of a goal though which would grant xp
  • How much xp to grant?
    • Depends on costs of upgrades and desired speed of progression
    • Do some math once features are more ironed out
  • Features
    • Need feature trees for different archetypes
    • Need standalone features like the 5e Feats
      • Some of these should be repeatable
    • Need to determine cost of all features
      • Initial values for Version 0.5/1 Characters/Features/Weapon Features/00 Weapon Features can be used as an example
    • Weapon features
      • How should the 04 Extended Range upgrade work?
  • Attributes
    • Determine cost of increasing an attribute
      • Should depend on level of attribute
  • Skills
    • Determine cost of increasing skill
      • Should depend on level of skill
    • Determine cost of 03 Skill Expertise
    • This includes language and knowledge skills
  • Should progression require time on top of the xp requirement?
    • Maybe for some of them
      • Language would take time but maybe the time it took was shown by getting enough xp
    • Might come down to the GM for specific cases

Party Progression

  • Should this be based on base building type stuff or actual abilities that the party can do while together?
  • What kind of abilities would work for a party instead of an individual?
  • How do you grant xp to a party?

Rolling Dice

  • Simple checks are a roll against a DV
  • Opposed checks are two characters rolling against each other
  • 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
    • How to scale the difficulty of this
      • Two axis of difficulty
        • Target value
        • Limited number of attempts
      • Need to figure out how each axis affects chance of success
  • How does teamwork work?
    • Don't like just giving advantage or a flat bonus
    • Should scale based on the skill of the people helping
  • Trying again
    • There should probably be some clearly defined way for characters to try things again
      • Physical tasks don't really make sense unless something has changed that changes the DV or modifier of the roll
      • Social tasks cold be tried multiple times if they try a different tactic

Wounds

  • Need to come up with tables of wounds with varying degrees of severity
    • Minor Wounds
    • Major Wounds
    • Fatal Wounds

Actions

  • Need to make sure action cost makes sense
  • Get someone to review them to see if they make sense

Combat

  • Format combat rules to be more readable
  • Get someone to review

Social

  • Build system based on beliefs
    • Take inspiration from Exalted

Exploration

  • Define character needs
    • Food
    • Water
    • Sleep
  • Define travel speed
    • On foot
    • Mounted
    • This should change based on terrain
      • Maybe have terrain types

Equipment

  • Review weapon types
    • Do the categories make sense for arbitrary time periods
  • Define equipment other than weapons and armor

Crafting

  • Crafting should be based on the following:
    • Raw materiel
      • What materials are needed to make the thing
      • This should be measured by Bulk instead of money to be system agnostic
    • Knowledge
      • Does the character know how the thing they're making works
      • Knowledge Skills
    • Skill
      • Does the character have the skill to make the thing
      • Version 1/Notes/15 Crafting/Crafting, Version 1/Notes/3 Skills/Skills/Engineering, Technology, Version 1/Notes/3 Skills/Skills/Science
  • Once a character has met the requirements it takes an amount of time that should be defined based on some trait of the item
    • Rarity?
    • Let the gm decide
      • Need suggestions

Alchemy

  • Similar requirements to crafting
  • Based on properties of natural elements
    • Plants and stuff
  • 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
  • Need to define types of effects
    • Positive and negative

Materials

  • Define how material properties interact with each other
  • Define how much of a material is needed to benefit from the property
  • Define what kinds of materials and properties there are

Statuses, Conditions, Ailments

  • Statuses have levels of severity
  • Conditions either exist or don't
    • You can't have levels of being prone
  • Ailments aren't used yet
    • Are there effects that don't fall into statuses or conditions?
  • Get a full list of statuses
  • Get a full list of conditions

Allies and Enemies

  • Player characters are done this becomes quite a bit easier