alliance:rulebook_2.01_suggestions
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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
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
- 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
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
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”
alliance/rulebook_2.01_suggestions.1601269478.txt.gz · Last modified: by jerrod
