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alliance:rulebook_2.01_suggestions [2020/10/11 22:33] – [Possible ARC questions] jerrodalliance:rulebook_2.01_suggestions [2020/10/18 18:10] (current) – [By Section] jerrod
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   * 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   * 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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   * In "special abilities", "Immune to <Type> Weapons" needs to be rewritten for 2.0 rules calls.     * 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.   * 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.1602455627.txt.gz · Last modified: by jerrod

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