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Old 8th November 2002, 06:31 AM   #1 (permalink)
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To-Do List

I'm starting a new thread for a list of topics that still need to be addressed one way or anotehr in the Cosmonomicon. This is partly intended as a reminder for myself, since some of these are things that I intend to work on, but others are welcome to add to the list or to take responsibility for things on the list.

- Optional rules for acceleration/deceleration. I'm going to try to come up with something after I've had a chance to critique Chapter 4 and make barsoomcore's suggested changes to Chapter 5.

- A workable version of the Speed Demon feat (this may be tied to the acceleration rules).

- More prestige classes. BlackJaw gave a couple of suggestions a while back which I'm going to take a shot it, but it could be some time before I get around to it. Anyone else who wants to give them a try is welcome to.

- More equipment and magic items (especially the latter) for personal use.

- Rules for the effects of hull breaches in different media (i.e. fluid and vacuum).

- Rules for co-pilots (to be added to the vehicle design chapter).

- Rules for critical hits on vehicles. I still think a table of different effects would be neat; if the result you roll up isn't applicable, you can simply default to double damage.

- Alternate rules for damage to objects. I brought these up a while back, but nobody commented on them at the time. I'd like to add them as a sidebar, probably in the combat or vehicle design chapter. You can find them at http://www.msu.edu/~reesmatt/damage.rtf. Let me know if you're agreeable to the idea.

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Old 8th November 2002, 10:40 AM   #2 (permalink)
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Good idea. I'm just going to be a total sheep here and follow suit. Here's what I need to do:

1. Complete a pass of Chapter Four

2. Determine the calculation used to generate Minimum Speed.

3. Provide feedback to Wyvern on the rest of Chapter 5.

4. Provide feedback to Wyvern on Chapter 6.

5. Present rewrites to Chapters One, Two and Three.

So Wyvern, I think you should hold off on critiquing Chapter Four until I've taken a pass at it. I want to incorporate a more complete matching to Monster Manual types and stat blocks (along with our extra information) and try to come up with a system for Minimum Speed that is halfway workable.

I also think I might take a stab at a critical hit system -- I do think it's a good idea, I just don't think it belonged in the Combat chapter. Vehicle Creation is a good one, though.
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Old 8th November 2002, 10:46 AM   #3 (permalink)
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Re: To-Do List

Quote:
Originally posted by Wyvern
- Alternate rules for damage to objects. I brought these up a while back, but nobody commented on them at the time. I'd like to add them as a sidebar, probably in the combat or vehicle design chapter. You can find them at http://www.msu.edu/~reesmatt/damage.rtf. Let me know if you're agreeable to the idea.
I love it. Totally a sidebar in the Combat chapter. We should be thinking of more sidebar-y types of items. (Critical Hits could be another)
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Old 9th November 2002, 04:42 PM   #4 (permalink)
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How about publishing some of the excellent material you have written under the OGL? I'm writing a campaign for the Netbook of Planes and I'm desperate for some (good) vehicle rules for it. I'd love to use your rules but you haven't OGC'd any of it It would be a good idea because a) people (like me ) could start using it sooner and b) if anything happens to the Cosmonoicon, other people could take up the mantle and continue your good work.
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Old 10th November 2002, 08:49 PM   #5 (permalink)
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How about publishing some of the excellent material you have written under the OGL?
ax0n, that's totally the plan. We're still trying to get enough rules together to provide a usable package, and THEN we'll add OGL stuff and yahoo.

Apologies for the time it's taking. Like Blackjaw said earlier, we want to do it right.
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Old 12th November 2002, 11:05 PM   #6 (permalink)
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OGC

Quote:
Originally posted by ax0n
How about publishing some of the excellent material you have written under the OGL? I'm writing a campaign for the Netbook of Planes and I'm desperate for some (good) vehicle rules for it. I'd love to use your rules but you haven't OGC'd any of it It would be a good idea because a) people (like me ) could start using it sooner and b) if anything happens to the Cosmonoicon, other people could take up the mantle and continue your good work.
Well, it doesn't have to be OGC for you to use it in your own campaign; you just can't republish anything from it.

Btw, barsoomcore, I've made a few changes to my Damage to Objects rules (mostly in the Electricity column), so be sure that you download the latest version before you add it to the combat chapter.

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Old 12th November 2002, 11:38 PM   #7 (permalink)
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Chapter 7

One thing I forgot to include in my to-do list is Chapter 7: Campaign Design. This is the only chapter that's left to write, but I don't feel up to the task. I have ideas of what should be included in this chapter, but when I comes to actually fleshing them out into something useful and coherent, I don't even know where to begin. Anyone else want to volunteer?

Here are my thoughts about what Chapter 7 should look like. Not that you have to use this outline if you have a better idea, but it might give you a starting point to work from.

A) Integrating Cosmonomicon rules into an existing campaign
B) Importance of flight in the campaign:
  • i) incidental (taking away flying vessels wouldn't really change the campaign; e.g. Earthdawn)
    ii) integral (taking away flying vessels would radically change the campaign; e.g. Star Wars)
    iii) central (the campaign would not exist without flying vessels; e.g. Crimson Skies)
C) Campaign themes (trade, exploration, warfare, etc.)
D) Archetypal settings for the Cosmonomicon:
  • i) Islands in the sky
    ii) Space fantasy (e.g. Spelljammer)
    iii) Space opera
    iv) Steampunk
    v) Mecha
    vi) Underwater
E) Using the Cosmonomicon for multiversal campaigns (e.g. Starshield)
F) Bibliography of archetypal settings
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Old 14th November 2002, 08:51 AM   #8 (permalink)
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I don't know that the Chapter Seven material is really up my alley. I'm completely engrossed in Chapters One through Four but not really very interested in the rest of it -- happy to leave that to you guys.

I'm also wondering if our current chapter organization is really the best. No ideas as yet, but I'm wondering...
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Old 18th November 2002, 02:11 PM   #9 (permalink)
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Here are the things I'll be doing... Not in this order mind you, but this is stuff I think needs doing.

Raise dead and reserection spells for constructs. (to go with the repair spell chain)

Chase rules? (I got an idea or two) I want to keep our stunt mechanic for it, and I want it to fit into normal d20 rules... this may end up a more of a guide for running a chase then seperate rules.

A d20 Modern Pilot advanced class (our core class doesn't work with the d20 Modern system of starting with base classes based off a primary ability score).

Components need another overhaul... I'd like to get some tech rattings in there first though. A lot of work to be done here so that I compoents can't be used to break the speed/manuvering system without excessive amounts of money.
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Old 20th November 2002, 07:50 AM   #10 (permalink)
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Raise dead and reserection spells for constructs. (to go with the repair spell chain)
Restore vessel (which I've decided to rename restore object since it isn't intended to work on living vessels) serves basically the same purpose.

Chase rules? (I got an idea or two) I want to keep our stunt mechanic for it, and I want it to fit into normal d20 rules... this may end up a more of a guide for running a chase then seperate rules.
Do you have Spycraft? I've heard it has an excellent set of chase rules, though I don't know whether they're open content.

A d20 Modern Pilot advanced class (our core class doesn't work with the d20 Modern system of starting with base classes based off a primary ability score).
Are you suggesting this as an optional rule or as a replacement for the core pilot class? Because if it's the latter we might as well just call it a prestige class.

Components need another overhaul... I'd like to get some tech rattings in there first though.
I'm afraid I'm not going to be able to get those done anytime soon. In fact, I'm not going to have time for much of anything for the next couple of weeks as I'm busy trying to finish my master's degree before the end of the semester. If you don't hear from me for a while, that's the reason why. I'll *try* to give feedback on your component list, and update my two chapters, over Christmas break, but I can't promise anything since I don't know how much Internet access I'll have (depends on whether I end up spending most of the break at my grandparents' house or my aunt & uncle's, and that's out of my control).

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Old 20th November 2002, 09:28 AM   #11 (permalink)
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Do you have Spycraft? I've heard it has an excellent set of chase rules, though I don't know whether they're open content.
They are. I've actually been in contact with the Spycraft people about the possibility of using their chase rules. The rules aren't a great fit for us, however, since they use a range system rather than a grid system -- distances between chase participants are Close, Medium or Far (or something like that) and the chase rules modify those distances. It's not impossible, but it's not a great fit.
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Old 20th November 2002, 09:57 AM   #12 (permalink)
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yah, spycraft isn't a great fit... it also wasn't designed to be used with more then 2 vehilces...

The basic system I'd used would be a short little bit (maybe a side bar?) on using opposed skill checks as a Stunt.

Your being chased by a some one (or group of enemies) and you all have similar speeds (enough that you just can run away and they just can't over run you).

To try and get some space between you and them, you make a stunt... kind of like a complex stunt but with no armor class modifier. You set a DC for yourself. If you make it then they have to make it too, or you gain some distance on them (about 30') because you have two stunts per round, you could do this twice... and the best decription of these actions would be you making a fake turn in one direction or another etc to throw them off. If they fall for it and over turn etc then they have lost distance from you. ON their intitative they can attempt a stunt to out fly you and thus gain a bit of space (gain just 30') that uses the same mechanic. they set a DC and must beat it. If they do, they then you must also beat it or they gain a bit on you.

now if some one sets a DC for themselves, and then fails to reach it, nothing happens. If they fail by more then 5 then you lose control... and in some crowded areas that's dangerous (because a vessel out of control might collide with an asteroid, another vessel, canyon walls, etc).

something along these lines. of course I needs to be written out better. with a bit more thought.

--------------------------
Now about the d20 class.... have your read D20 Modern yet? in it, all characters start with character classes based around a ability score (strong hero, dextrous hero, etc) and around 5th level they generaly become able to take "advanced classes" which are more like standard d&D classes. at around 10th level they become able to take Prestige classes. so, for example, a soldier, gunslinger, medic, spellcaster, etc... those are all Advanced classes. By that extention I'd say that a "core pilot" class in D20 Modern should be a form of advanced class as its to spicific to be 7th core class. mean while all our "prestige classes" will still be avalible in both games.
d20 modern is designed to start broad and let character become spicific over time.

The other option is instead of making it an advanced class, we make it a "carear package." It gives the basic flight feat, and pilot skill, etc.

Also, the topic of d20 Modern also brings up the thought of "wealth systems" we will need a way to provide a wealth modifier for each item or vehicle.

essentialy whay I'm saying is that d20 modern is a little off from D&D and we might want to adress this. d20 modern is OGC.
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