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alliance:rulebook_2.01_suggestions [2020/09/27 05:47] – [By Section] jerrodalliance:rulebook_2.01_suggestions [2020/10/18 18:10] (current) – [By Section] jerrod
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     * the shield construction requiring 5/8inch pipe is no longer true -- it should use the same wording as weapon construction     * 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 ===== ===== General Themes =====
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     * we are annoyingly loose in terminology.  We could use to tighten up definitions and usage of:     * we are annoyingly loose in terminology.  We could use to tighten up definitions and usage of:
       * Armor Points vs Armor Rating vs Armor Tag       * 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.       * 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:     * We have several terms we refer to but never define:
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       * permanently dead bodies counting as objects should be defined some place other than the 'gaseous form'        * 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       * 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.
  
  
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   * How would a player without using magic items, throw a packet of '25 spell strike body'?   * 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     * 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.
  
  
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     * 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"     * 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"       * 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.1601185671.txt.gz · Last modified: by jerrod

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