alliance:rulebook_2.01_suggestions
Table of Contents
By Section
- Races
- For each race, include a specific section with the makeup requirements in a subsection; and the RP requirements in a subsection, much like we do in the national race packets
- Selunari - replace the picture with a person who actually meets the required makeup requirements
- Classes
- Changing Your Class - change to reference the CMA - it no longer involves talking to your home chapter
- The classes section references how you gain body points, but doesn't mention you start at 10 BP
- we should also mention you gain body points for XP gained over starting XP
- ie, a fighter starts with 25 XP and 10 body – not 25 xp and 10+(25/5) body
- The Skill System
- We never define what a Battle Board is
- Meditate
- mentions Focus time, but we don't define focus until later (p 103)
- Also mentions a call of “Altered Effect” - this is the incorrect call, it should be “Altered”.
- Skills
- Alchemy - we should mention the 10 & 20 rank alchemy benefit from educated in the alchemy section
- Archery - I'd recommend including “Note that ranged attacks using skills can be used from any direction, bypassing the from behind requirement.” from the “weapon attacks” section
- Assassinate - we reference you can use a from any direction with a ranged weapon, but that's a general property of 'from beyond' skills. We either need to include this disclaimer with all non-melee from-beyond attacks, or none of them. Including it with only some causes confusion.
- Blacksmith
- I'd recommend moving silvering and strengthening to the productions skills section
- Counteract may want to reference that it works with shields
- Create Potion - we should mention the 10 & 20 rank benefit form the educated skill
- Create Trap - we should mention the 10 & 20 rank benefit form the educated skill
- Destruction/Stun Blow - the example of how it works on elementals is kinda iffy
- Enhanced Strike - should also bold the “melee” aspect since its one of the 'from behind' skills that can't be used at range
- Evade - should mention its interaction with the Massive carrier.
- Intercept - reference “Weapon Delivered” - weapon is not a delivery type, physical is; weapon is a qualifier. Skill is intended to mean Physical Delivery or Packet Delivery.
- “You may only Intercept a blow that you could reach with our weapon or shield” ignores the unarmed use case. If you were disarmed of your polearm, could you intercept someone at polearm range? (This statement implies yes; but the answer is clearly no - so we should improve the wording.)
- One Handed Master - does not reference that you can not thrust with blunt weapons
- Parry - Intercept & parry should use more consistent language between them
- Resist Elements - references “Foundation element attack” should probably be “Foundation element effect”, though “Foundation Element” is not technically an effects group
- Resist Necromancy - being pendantic, it allows you to resist a necromancy effect not a necromantic effect though the intent is clear.
- Sleep/Paralysis Blow - should highlight the melee part, because its one of the few behind skills that can't be done at range
- Slow/Weakness Blow - should highlight the melee part, because its one of the few behind skills that can't be done at range
- Staff - we say you can't use thrusting, but don't say its because its a blunt weapon
- Thrown Weapon - should be worded like small weapon, to make clear it allows blunt and edged
- Two Handed Blunt - does not say it can not be used to thrust
- Special abilities
- Phase says it works like Dodge, but doesn't say how it works - especially relevant given the restrictions on what dodge effects
- Resist is a Smart Defense, but doesn't say it
- Armor
- this entire section needs rewritten
- We need to be clear about the differences between armor points, armor rating, armor tag, suit of armor. We are sloppy in our terminology
- Shields
- mentions it can't be used with Intercept; but Intercept says you can do it with nothing in hand, and that the range you can reach with your shield is relevant. I'm pretty sure including Intercept is just wrong.
- the shield construction requiring 5/8inch pipe is no longer true – it should use the same wording as weapon construction
- Dead - some of the effects that survive death disagree with the descriptions of those things in a prior version - we should make sure its consistent
- High Magic
- Spellcrafting does not explain how “spellcrafting difficulty” works. The example for spellcrafting has the caster preparing 4 scrolls, one of which is difficulty 2. It does not reference him needing to spend 2 high magic to prepare the scroll, but does mention he has 5 high magic, but mentions him only using 4 of it. It also references two scrolls by incorrect names, and references a 3rd rit that doesn't exist any more. Add a description of what Spellcrafting difficulty is & fix the example.
General Themes
- Terminology
- we are annoyingly loose in terminology. We could use to tighten up definitions and usage of:
- Armor Points vs Armor Rating vs Armor Tag
- Coating & Contact Gels are the same things, but we use the terminology to mean different things
- we should either define what a coating is; or decide they are the same and use only one
- we using Contact in the alchemy chart
- Hardy & resist skills reference maximum body points; but the body point section doesn't. We should be consistent.
- We have several terms we refer to but never define:
- Maximum Armor Points
- Foundation Elements
- make sure we don't use the term “Build” any more
- “Weapon Delivery” is uses in several places, but “Weapon Delivery” does not exist in our rules system – its “Physical Delivery”. Weapon is a Qualifier not a Delivery.
- In our weapon section we define weapons as 'close combat' and then never define what that means
- But in weapon skill descriptions restricted to non-ranged weapons, we call this melee weapon
- weapon master defines it as granting proficiency with all non-ranged weapons rather than melee weapons
- we should standardize on a way of referring to this
- range vs melee skills
- we should have one place that lists the skills that don't work with ranged attacks
- we should get all the terminology around counted actions made consistent
- we should get all the terminology around “Altered” made consistent
- Misc other things we should fix:
- permanently dead bodies counting as objects should be defined some place other than the 'gaseous form'
- the requirements for carrying a body should be in the rulebook
- There are some ordering issues
- we should see if we can introduce guard/block/etc before skill definitions and before death&dying
- Being able to use smart & dumb defense in skill definitions
- it seems weird that our first introduction of spell prot's going off when you are not conscious in the bleeding out section
- it might be worth considering reordering things significantly
- start with intro to world & larping
- maybe do some mechanics fundamentals
- how attacks & defenses work
- effects summary
- section on classes
- section on skills & spells
- possibly separate effects out from skills & spells
- for example, create
- a “Destruction” effect section that explains it does double damage
- a “Destruction” spell section that says its a curse that causes the Destruction effect
- a destruction/stun weapon skill section that it causes the the Destruction effect
- and don't define “Destruction” separate in each of them
- might also let us generate just an “effects” section that'd be a useful reference
- we kinda do this already, but we are a little inconsistent with it
- section on special abilities (aka npc/monster abilities)
- <???>
- section on weapon & armor construction
- <???>
- ritual & high magic
- maybe at the back of the book, a section that is the relevant charts repeated, for easy reference
- (When I eventually get to high magic)
- The chart sometimes describes the skill differently than the skill description. For example https://rules.alliancelarp.com/Elemental-Augmentation does not mention it can only be used on Evocation effects.
General Suggestion
- We need a chart that lists all the defenses
- We need to expand the effects chart to also list applicable defenses
- The special abilities section includes a lot of information players need to be able to play – but if someone is learning to play the game, they will skip this section
- we should restructure and just include the info the player needs to play in one section; and the details the NPCs need in another
Fun Trivia Questions
- How would a player without using magic items, throw a packet of '25 spell strike body'?
- A: Empowered Strike + Precise Blow + Signature Spell -or- Combined Strike + Precise Blow + Signature Spell
- What item with an in-game value is not being stealable?
- Workshops are defined as being not being stealable but worth 10g.
Possible ARC questions
- Can you have a blunt ranged weapon?
- only melee weapon skills reference Blunt as an option, but sleep/enfeeble blow specifies “Blunt weapon” unlike Repel Strike which specifies “Two Handed melee weapon”
- Can you get “blunt” arrow heads that allow use of “sleep/enfeeble blow”
- Disarm spell says to use “No Effect” - shouldn't it be “Altered”?
- “Damage from” in “Special Abilities” uses an example of takes “damage from healing”, and then says it'd also take a list of other effects as if they were undead – we shouldn't be using “damage from healing” and instead be using “damage from earth effects”.
- In “special abilities”, “Damage from” requires no call when taking the effects, but “Harmed by” requires a call of “Altered”. Given that both use examples of a spell that normally does not do damage instead causing damage, it seems like these effects are redundant, and should probably be combined in to one.
- In “special abilities”, “Immune to <Type> Weapons” needs to be rewritten for 2.0 rules calls.
- In “special abilities”, “Resist <Type>” says it is similar to an immunity. I think the immunity similarity is wrong because immunity can't choose to not be immune to the effect. I think the intention is that this be a Smart Defense version of “<type> Block”. It should also say that the proper call is “Resist <Type>” when using it.
- Magic Channeling - specifies you may channel celestial channeling with the magic carrier instead of what the source in hand would produce. Is this intended to allow celestial casters to channel with an earth source using the magic carrier?
- Magical Conduit specifies you must meditate for 10 minutes. Is this intended to prevent things that reduce meditation time from applying, or is the wording just unnecessarily specific?
- Ritual Manipulation has several skills that manipulate components. Should this instead be reagants? Components are defined as reagents and catalysts, and I'm not convinced the intention is to allow swapping catalysts or using one catalyst in place of another in ritual casting.
alliance/rulebook_2.01_suggestions.txt · Last modified: by jerrod
