User talk:Doublecompile
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Revision as of 20:16, 25 July 2010 by Blottonoir (talk | contribs)
7.25.10
- 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."
- 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.
- 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.
- Did you have research done for traveling by boat? We still need to add that to Adventures.
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?
- 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 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.)
- Use these characters in the quick start rules.