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Gilladian

Adventurer
So I am halfway through the rules. I want more concrete examples! I like this system a lot better than trying to parse boons and feats in the old version. Yay!
 

So I am halfway through the rules. I want more concrete examples! I like this system a lot better than trying to parse boons and feats in the old version. Yay!
Yeah, I mean, there is still the "I get boon X and it gives me feat Y" in terms of kind of a lot of names of things. I'd certainly entertain a way to deal with that. I guess potentially you could just not name feats specifically, that works if there's no more than one per boon. I like that as a concept anyway in the sense that I don't really want everyone larded down with 50 feats to pick from every combat round.
And anyway, most of the existing feats I'm not that happy with as-is, they need to be tweaked. I will put up a new version, in fact I can do that now :)
 

Yeah, I mean, there is still the "I get boon X and it gives me feat Y" in terms of kind of a lot of names of things. I'd certainly entertain a way to deal with that. I guess potentially you could just not name feats specifically, that works if there's no more than one per boon. I like that as a concept anyway in the sense that I don't really want everyone larded down with 50 feats to pick from every combat round.
And anyway, most of the existing feats I'm not that happy with as-is, they need to be tweaked. I will put up a new version, in fact I can do that now :)
OK, there should be a minor update. I re-added the monster rules from the old version, with a few tweaks. Then I can make a nice Astral monster stat block setup and build NPCs. They have a decent system for that, though sadly I guess making a 'module' for a new game is a bit over my head right now. But it isn't TOO hard to make basic character sheets. Maybe we can play around some? I got kind of burned out this weekend. Didn't do too much except play around in the VTT a bit. It is slightly slicker than roll20, though honestly not to any revolutionary degree...
 

So, I'm still trying to figure out the organization. There are all these boons. Technically it isn't that important how they are 'instantiated', your +2 permanent bonus to attacks with a sword could be instantiated at a specific magic sword, or as a mystical sword technique. It isn't really important when you are fighting which it is, unless you lost your sword of course. The point being, this doesn't NEED to be explained in 4 different places just because there are 4 different ways to get that +2. It can be one boon and different manifestations.

This is particularly apparent with boons that grant feats (powers basically) that could be used by various callings. Where does the list of boons belong? I mean, some may be most appropriate to a certain calling, or as an item, etc. but a lot of them can be pretty generic. Should there just be a big master list? Or is it better to just have a really good index? I mean, searching ain't that hard nowadays either...
 

Garthanos

Arcadian Knight
So, I'm still trying to figure out the organization. There are all these boons. Technically it isn't that important how they are 'instantiated', your +2 permanent bonus to attacks with a sword could be instantiated at a specific magic sword, or as a mystical sword technique. It isn't really important when you are fighting which it is, unless you lost your sword of course. The point being, this doesn't NEED to be explained in 4 different places just because there are 4 different ways to get that +2. It can be one boon and different manifestations.
those variations create distinctly different story hooks but losing a sword is recovered by one kind of quest... which might not be quite different than recovering from a mental block or similar quest. A shaman sending you on an inner journey could do it on camera), or my swordmage instead of losing a sword gets literally lost in an internal environment of his sword runes. The character "cannot lose" his sword it is so defintional but might end up unable to do human things speech and caring for his body etc...

It is also kind of cool to discover your personal Excalibur is only special because of you (and because you see it that way) and by that route learn you are truly independent.

This is particularly apparent with boons that grant feats (powers basically) that could be used by various callings. Where does the list of boons belong? I mean, some may be most appropriate to a certain calling, or as an item, etc. but a lot of them can be pretty generic. Should there just be a big master list? Or is it better to just have a really good index? I mean, searching ain't that hard nowadays either...
 
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those variations create distinctly different story hooks but losing a sword is recovered by one kind of quest... which might not be quite different than recovering from a mental block or similar quest. A shaman sending you on an inner journey could do it on camera), or my swordmage instead of losing a sword gets literally lost in an internal environment of his sword runes. The character "cannot lose" his sword it is so defintional but might end up unable to do human things speech and caring for his body etc...

It is also kind of cool to discover your personal Excalibur is only special because of you (and because you see it that way) and by that route learn you are truly independent.
Yeah, there's definitely a lot of STORY things to do with how a boon is 'embodied'. It is the trickiness that RULES WISE there really isn't much difference in HoML between a magic sword and something you got from being a certain class. So that presents a sort of organizational conundrum. What chapter does all that stuff go in? lol.
 






Lol, sure. I have noticed a distinct lack of semicolons in your writing!
Can you get those in a spray can? lol. ;) I was never that big on the whole semicolon thing. So, for me its all about the overall organization, which is not quite 'there' yet. I mean, I seem to go over the same topics more than once. There may be cases where that is a GOOD thing, but...
Should the description of a character and the rundown on how to build one and level it up just be folded together? Like "This is your hit points, they do X, you start out with Y, and every time you level up you do Z to them." Right now there's a section that describes hit points, and later on there's a section that describes how many you start with, and then further on there's a section about leveling up that tells you how many more you get every level...
 

The other organizational point I'm questioning is where to discuss all the rules that pertain to feats. Should it be in the section on feats? Or in the action sequence (combat) rules? I mean, in some cases they may apply outside of combat, but a lot of things are 'looser' there anyway, like movement and such, so a lot of stuff really only applies meaningfully to the combat rules.
 

OK, so... the Rogue and the Knight are in pretty good shape. I made some monsters for them to fear! There are a few potions too, but I haven't tried to make any other sorts of items. I have to get some of the rituals/practices slightly reworked to go with the new format. The Monk is sort of there, and the Spellblade I think I need to go look at again. The Alchemist isn't quite there yet, but we could tinker with it and do something. Berserkers are still a bit in need of another pass, and Priest, Illusionist, and Wizard all need some more work.

So, the question then becomes if we can start a game and if we did, what callings do we need? Also, what about species? I made humans, green men (wose), and sort of 'elves', but they aren't really like elves and I'm not sure how thematic the idea is anyway. We could have 'dwarfs', but again how thematic? Centaurs? That would be a kind of a Greek Myth thing...

The backgrounds need a bit of work, but we can deal with that. The rules have some holes in them but I don't think that matters, its common sense prevails (there's nothing that stops you from using every rider you have on each enhanced success for instance, but that isn't the intent...).

Anyway, I posted my latest update to the usual place. Maybe its time to fix the ghastly table of contents... hehe.
 

Gilladian

Adventurer
Can you get those in a spray can? lol. ;) I was never that big on the whole semicolon thing. So, for me its all about the overall organization, which is not quite 'there' yet. I mean, I seem to go over the same topics more than once. There may be cases where that is a GOOD thing, but...
Should the description of a character and the rundown on how to build one and level it up just be folded together? Like "This is your hit points, they do X, you start out with Y, and every time you level up you do Z to them." Right now there's a section that describes hit points, and later on there's a section that describes how many you start with, and then further on there's a section about leveling up that tells you how many more you get every level...
I think folding together is great, but then somewhere a bullet list for character creation and level up.
 

OK, that was a lot easier than I thought it would be. Check out the cromulent table of contents! :) Styling is still a tad rough, but its 95% of the way there, and I think the logic I need to make an index is also 95% there (forward references, it will also allow inline refs to later parts of the book. That should make things a good bit easier to manage.
 

Garthanos

Arcadian Knight
OK, that was a lot easier than I thought it would be. Check out the cromulent table of contents! :) Styling is still a tad rough, but its 95% of the way there, and I think the logic I need to make an index is also 95% there (forward references, it will also allow inline refs to later parts of the book. That should make things a good bit easier to manage.
great improvement!
 


Garthanos

Arcadian Knight

Is intelligence including quick and predictive thinking it is in 4e (where for instance we get it as potential reflex fuel)?

Is wisdom getting perceptivity and general awareness?

 

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