Difference between revisions of "User talk:Doublecompile"

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04.02.10
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01.11.11
*Hawk, as far as the Book goes, should we put the Choosing a Race step in prior to the Personality and Motivation step?  With the Races, they have such strong traits in those regards that it might be counterproductive to assign social aspects to a character before physiology is consideredPlus, races are such a core aspect of RPGs that I think players look for early on.   
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#The new Trumps/Faults look good.  See my comments on [[Medic]] and [[Scrawny]]Great work on naming themHow much did you cut up Trumps and Faults?  Anything of note or difficulty?
  
*What races are going into the Core Game BookHow are we organizing and separating setting information from game information? I'm intending on releasing the Otherworld Book eventually, but I want to know what of that to put in the Core Game Book, as it pertains to races and equipmentShould we stick with just Humans/Men for the Core Game BookAre we using a mix of each of our races?     
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8.17.10
 +
#New Illusion Spell: Nightmares.  Do it.  Do it.
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#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.
 +
# Tainted damage box on the character sheet?
 +
# In preparation for my campaign, I started messing around with the Monsters section and added sections for Monsters and NPCs on my Otherworld pageI 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 attackWhat about Parry? I think the abilities section should be under the statistics section, with the description under that. 
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# Commission illustrations of and standardize described characters used in examples (Akare, Elik, etc.)
 +
# Use these characters in the quick start rules.
  
'''To Do...'''
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== Magic Items ==
*1. Finalize rules for Condition Table.
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*2. Commission illustrations of and standardize described characters used in examples (Akare, Elik, etc.)
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* Contingent Jump should be an item! The classic medallion cut in half, return to its mate, etc.
*3. Use these characters in the quick start rules.
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* Corrupt should be an item. The One Ring.
*4. "Attributes" and "Abilities" are mixed.  Pick one and search for occurrences of the other.
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*5. Edit character sheet: take out "Hold", "Etiquette", and "Estimate"; make spaces for "Other Skills"; change "Knowledges and Lores" to "Lores";
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== 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
 +
* Move Dangerous Body to the Dynamic Essence
 +
* Move Safe Haven to a ritual
 +
 
 +
== To-do: ==
 +
 
 +
* Races: Change Doivarken sun poisoning entry to use Stamina Drain and change the poison to an illness that imposes Continual Damage
 +
* Races: Change Kulgeris entry to use new illness rules
 +
* Skills: Rename the "Healing" skill, as it's now a reserved word for the process of gaining HP
 +
* Trumps: Add the Tough as Nails trump to the book
 +
* Spells: Update the Decontamination spell to use new verbiage for poisons, disease, etc.
 +
* Spells: Update the Disease spell to use new verbiage for disease (e.g. severity)
 +
* Spells: Update the Death Ward spell to use new verbiage for Stygian magic effects
 +
* Spells: Update Nauseating Breeze to introduce an illness, the severity of which depends on intensity
 +
* Spells: Update Repulsion to introduce an illness, the severity of which depends on intensity
 +
* Spells: Further differentiate Repulsion (Dark/Stygian), Nauseating Breeze (Air/Stygian), Inflict Pain (Dark/Stygian),
 +
* Spells: Add lightning spell to move a creature up the Knockout Track (invigoration)
 +
* Spells: ''for each spell'', move the description of intensity effects out of the description into the intensity effects section
 +
* Spirit: add "Performing Spirit Arts" section
 +
** If "Casting" is the means to enact magic spells, then "Focusing" is the means to enact spirit arts
 +
* Spirit: add "Quick Start" sidebar
 +
* Spirit: add "Erasing Spirit Arts" section
 +
* Spirit: fill out way more descriptive text for motions
 +
* Spirit arts: correct Sicken spirit art to use illness and Death Marks
 +
 
 +
== Affliction-like Conditions ==
 +
 
 +
* Bleeding – Damage per round. Additional wounds increase damage.
 +
* Controlled – Forced to obey command. Additional commands can be stacked.
 +
* Infected – Immovable Knockout Track penalties. Additional diseases can be stacked.
 +
* Poisoned – Damage per round. Additional poisons can be stacked.
 +
 
 +
Move ''wide-eyed'' out of the conditions list and change it to the phrase "to be caught wide-eyed", e.g. "all incoming attacks catch the opponent wide-eyed."
 +
 
 +
==Organic Materials==
 +
* Leather (scale)
 +
* Fabric (wool, hemp, silk)
 +
* Bone (shells, pearl, teeth, coral)
 +
* Wood

Latest revision as of 03:22, 10 April 2022

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
  • Move Dangerous Body to the Dynamic Essence
  • Move Safe Haven to a ritual

To-do:

  • Races: Change Doivarken sun poisoning entry to use Stamina Drain and change the poison to an illness that imposes Continual Damage
  • Races: Change Kulgeris entry to use new illness rules
  • Skills: Rename the "Healing" skill, as it's now a reserved word for the process of gaining HP
  • Trumps: Add the Tough as Nails trump to the book
  • Spells: Update the Decontamination spell to use new verbiage for poisons, disease, etc.
  • Spells: Update the Disease spell to use new verbiage for disease (e.g. severity)
  • Spells: Update the Death Ward spell to use new verbiage for Stygian magic effects
  • Spells: Update Nauseating Breeze to introduce an illness, the severity of which depends on intensity
  • Spells: Update Repulsion to introduce an illness, the severity of which depends on intensity
  • Spells: Further differentiate Repulsion (Dark/Stygian), Nauseating Breeze (Air/Stygian), Inflict Pain (Dark/Stygian),
  • Spells: Add lightning spell to move a creature up the Knockout Track (invigoration)
  • Spells: for each spell, move the description of intensity effects out of the description into the intensity effects section
  • Spirit: add "Performing Spirit Arts" section
    • If "Casting" is the means to enact magic spells, then "Focusing" is the means to enact spirit arts
  • Spirit: add "Quick Start" sidebar
  • Spirit: add "Erasing Spirit Arts" section
  • Spirit: fill out way more descriptive text for motions
  • Spirit arts: correct Sicken spirit art to use illness and Death Marks

Affliction-like Conditions

  • Bleeding – Damage per round. Additional wounds increase damage.
  • Controlled – Forced to obey command. Additional commands can be stacked.
  • Infected – Immovable Knockout Track penalties. Additional diseases can be stacked.
  • Poisoned – Damage per round. Additional poisons can be stacked.

Move wide-eyed out of the conditions list and change it to the phrase "to be caught wide-eyed", e.g. "all incoming attacks catch the opponent wide-eyed."

Organic Materials

  • Leather (scale)
  • Fabric (wool, hemp, silk)
  • Bone (shells, pearl, teeth, coral)
  • Wood