User talk:Doublecompile

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7.25.10

  1. I added a sentence or two to Summon Weapon/Armor and added Summon Metal Weapon/Armor to the Metal School. The 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."
  2. I think I'd opt to keep information on Retinues, (aka cohorts, followers, animal companions, etc) in its own entry in Adventures. That's where I stuck the information for the time being. There's more to these guys than just combat and I don't want to split the information unneccessarily.
  3. 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.
  4. Please look over the retinue entry. I'm sure I'm missing some key points there.
  5. Did you have research done for traveling by boat? We still need to add that to Adventures.

7.14.10

  1. 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?
  2. Added a little bit to The Story regarding suspense and rising action.

7.8.10

  1. 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.
  2. 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?
  3. We have no rules for Coup de Graces, but I don't know if we need them.

7.7.10

  1. Tainted damage box on the character sheet?
  2. Need to add Trumps for Save bonuses, as per Fearless
  3. Need to fix Workhorse
  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.