Difference between revisions of "User talk:Doublecompile"

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(Final To-dos)
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7.25.10
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01.11.11
#I added a sentence or two to [[Summon Weapon/Armor]] and added [[Summon Metal Weapon/Armor]] to the Metal SchoolThe new phrasing says that armor summoned to the caster may automatically be donned or not. I also suggest we write a spell called "Steal Weapon/Armor.
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#The new Trumps/Faults look good.  See my comments on [[Medic]] and [[Scrawny]].  Great work on naming them.  How much did you cut up Trumps and Faults?  Anything of note or difficulty?
#I think I'd opt to keep information on Retinues, (aka cohorts, followers, animal companions, etc) in its own entry in AdventuresThat's where I stuck the information for the time beingThere's more to these guys than just combat and I don't want to split the information unneccessarily.
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8.17.10
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#New Illusion Spell: NightmaresDo itDo it.
 
#I looked over the new spells.  I love Lock. (are you just saying you love Lock?)  Unbuckle seems superfluous in the wake of Lock and Disrobe.  I kind of like the term "Strip" instead of disrobe.  Disrobe has most of it's usage in phrases like "she disrobed," not "he disrobed her."  Plus, I think strip brings to mind more of an adversarial mindset, like one would be stripping something from someone's hands or person.  This is what I mean with Unbuckle.  Why would someone need it when they have this disrobing spell?  I say get rid of unbuckle and beef up disrobe and lock.
 
#I looked over the new spells.  I love Lock. (are you just saying you love Lock?)  Unbuckle seems superfluous in the wake of Lock and Disrobe.  I kind of like the term "Strip" instead of disrobe.  Disrobe has most of it's usage in phrases like "she disrobed," not "he disrobed her."  Plus, I think strip brings to mind more of an adversarial mindset, like one would be stripping something from someone's hands or person.  This is what I mean with Unbuckle.  Why would someone need it when they have this disrobing spell?  I say get rid of unbuckle and beef up disrobe and lock.
#Please look over the retinue entry.  I'm sure I'm missing some key points there.
 
 
7.14.10
 
#I finished what I had in the Adventures chapter.  I'm still not sure how I feel about it.  It feels unnecessary or incomplete or unimportant for some reason, but I don't want to get rid of any of it.  Help me out.  Can you think of anything to add here or extrapolate upon? 
 
#Added a little bit to The Story regarding suspense and rising action.
 
 
7.8.10
 
# I added "Choke" as an option during a Grab.  This fits in with Suffocation, as listed in the Adventures chapter.  Let me know if you have any problems with this.
 
# In looking back over our playtest the other day, I noticed that there were many, many times when our characters would have taken damage in excess of our Endurance + Vitality scores.  This would have moved us down the KO track, further compounding our problems with defending ourselves, and leading to more instances of TPK.  I think that Endurance + Vitality is not enough of a threshold for this rule.  Endurance + Vitality + Self-Control may work, or we can just get rid of this "massive damage-KO track" rule altogether.  Thoughts?
 
# We have no rules for Coup de Graces, but I don't know if we need them. 
 
 
7.7.10
 
 
# Tainted damage box on the character sheet?
 
# Tainted damage box on the character sheet?
# Need to add Trumps for Save bonuses, as per [[Fearless]]
 
# Need to fix [[Workhorse]]
 
 
# In preparation for my campaign, I started messing around with the Monsters section and added sections for Monsters and NPCs on my Otherworld page.  I encountered some problems with designing monsters.  You can see my programming limitations on the [[Monster:Behemoth|Behemoth]] entry.  What about Monsters with more than one kind of attack?  What about Parry? I think the abilities section should be under the statistics section, with the description under that.   
 
# In preparation for my campaign, I started messing around with the Monsters section and added sections for Monsters and NPCs on my Otherworld page.  I encountered some problems with designing monsters.  You can see my programming limitations on the [[Monster:Behemoth|Behemoth]] entry.  What about Monsters with more than one kind of attack?  What about Parry? I think the abilities section should be under the statistics section, with the description under that.   
 
# Commission illustrations of and standardize described characters used in examples (Akare, Elik, etc.)
 
# Commission illustrations of and standardize described characters used in examples (Akare, Elik, etc.)
 
# Use these characters in the quick start rules.
 
# Use these characters in the quick start rules.
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== Magic Items ==
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* Contingent Jump should be an item! The classic medallion cut in half, return to its mate, etc.
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* Corrupt should be an item. The One Ring.
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== Final To-dos ==
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* Sound-based marionette
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* Better banshee spell
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* Blood boil/freeze spell
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* Trap spells
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* Craft DLs for traps
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* Garden all races content
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* Adjust all races' powers
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* Garden all skills content
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* Add Binding write-up to book appendix

Revision as of 13:22, 22 January 2019

01.11.11

  1. The new Trumps/Faults look good. See my comments on Medic and Scrawny. Great work on naming them. How much did you cut up Trumps and Faults? Anything of note or difficulty?

8.17.10

  1. New Illusion Spell: Nightmares. Do it. Do it.
  2. I looked over the new spells. I love Lock. (are you just saying you love Lock?) Unbuckle seems superfluous in the wake of Lock and Disrobe. I kind of like the term "Strip" instead of disrobe. Disrobe has most of it's usage in phrases like "she disrobed," not "he disrobed her." Plus, I think strip brings to mind more of an adversarial mindset, like one would be stripping something from someone's hands or person. This is what I mean with Unbuckle. Why would someone need it when they have this disrobing spell? I say get rid of unbuckle and beef up disrobe and lock.
  3. Tainted damage box on the character sheet?
  4. In preparation for my campaign, I started messing around with the Monsters section and added sections for Monsters and NPCs on my Otherworld page. I encountered some problems with designing monsters. You can see my programming limitations on the Behemoth entry. What about Monsters with more than one kind of attack? What about Parry? I think the abilities section should be under the statistics section, with the description under that.
  5. Commission illustrations of and standardize described characters used in examples (Akare, Elik, etc.)
  6. Use these characters in the quick start rules.

Magic Items

  • Contingent Jump should be an item! The classic medallion cut in half, return to its mate, etc.
  • Corrupt should be an item. The One Ring.

Final To-dos

  • Sound-based marionette
  • Better banshee spell
  • Blood boil/freeze spell
  • Trap spells
  • Craft DLs for traps
  • Garden all races content
  • Adjust all races' powers
  • Garden all skills content
  • Add Binding write-up to book appendix