6.5 KiB
6.5 KiB
meta
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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
- Create lineage for players to choose from
- 04 Heritage
- Create heritage for players to choose from
- Guidelines exist just need to create examples
- Could ask Brian, Daniel, or Derek
- Create heritage for players to choose from
- 05 Background
- Create backgrounds for players to choose from
- Guidelines exist just need to create examples
- Could ask Brian, Daniel, or Derek
- Create backgrounds for players to choose from
- 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
- Come up with qualities
- 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
- Should characters start with any features?
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
- In general the groups of attributes have one for health, two for checks, and one for abilities
- 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
- Implies there could be derived stats for:
- Health uses Body (Physical), Resolve (Mental), and Composure (Mental)
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
- Determine cost of increasing an 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
- Determine cost of increasing skill
- 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
- Maybe for some of them
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
- Two axis of difficulty
- How to scale the difficulty of this
- 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
- There should probably be some clearly defined way for characters to try things again
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
- Raw materiel
- 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