howandwhy99
Adventurer
Overview of D&D Rules Cyclopedia. 
Of course, not everything should or will be a rules module.
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			Of course, not everything should or will be a rules module.
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- Backgrounds ?
 - Races as Classes
 - Mystic Class
 - Reversible Spells
 - Land & Water Transportation, Mount or Vehicle
 - Commercial Transportation
 - Siege equipment and weapons
 - Training, teaching and studying
 - Weapon Mastery Trees & Special Effects
 - Long Skill List grouped by ability score
 - Movement, time, distance, becoming lost, finding food, swimming and drowning
 - Exploration and the Game Turn
 - Wandering Monsters, encounters, encounter distance, monster reactions, evasion and pursuit
 - Wilderness Encounters, by terrain type, & Evasion and Pursuit, gaining bearings
 - Waterborne Evasion
 - Balancing Encounters (Total Party Levels)
 - Combat - Group initiative (optionally individual)
 - Combat - (optional) Morale, determining morale scores
 - Combat - Maneuvers list
 - Combat - (optional) Partial Targets [moving from full cover to full cover]
 - Combat - (optiona) Striking, Wrestling,
 - Aerial Combat including bombing and swooping
 - Naval Combat - Missile ship to ship
 - Naval Combat - Close-Quarters, ramming, grappling and boarding, repairs
 - Underwater Combat
 - Seige Combat - Structural Damage, Special Attacks, NPC Siege Specialists
 - The War Machine (mass combat system)
 - Paths to Immortality (Dynast, Hero, Paragon, Polymath)
 - Creating High Level Player Characters
 - NPC - Retainers [i.e. Hirelings], Mercenaries, Specialists, Employer Charisma
 - Strongholds and Dominions - Options by Race & Class
 - Strongholds and Dominions - Authority from another and Independent Strongholds
 - Titles - Nobility, Royalty, Forms of Address
 - Strongholds - Construction Process & Design Plans, Costs and Time
 - Strongholds - NPC Retainers and Staff
 - Strongholds - Patrolling, Settling, Enlarging
 - Dominions - Basics, Administration, Tax and Income, Expenses, Record Keeping
 - Dominions - Confidence Checks, Confidence Level, Changing Rulers, Dominion Events
 - DM Procedures A to Z - Alignment Changes, Clues, Demihuman Clan Relics, Haste Spell, Lost Spell Books, Mapping, Multiple Characters, New Items and Monsters, Reality Shifts, Record Keeping, Time Keeping, Retirement, Special Conditions, Transferring Characters
 - Monsters - No. appearing, Morale, Treasure Type, Intelligence
 - Monsters Descriptions - Type - Normal Animal (w/ giant animals, prehistoric animals), Lowlife (w/ insects, arachnids, fungi, slimes, etc.), Construct, Dragon (w/ dragon-like or Dragon-kin), Humanoid (w/ human, demihuman, and giant humanoid), Monster, Planar Monster, and Undead. Enchanted Monsters too.
 - Monsters Descriptions - Rarity, habits & behavior (Carnivore / Herbivore / Insectivore / Omnivore) (Nocturnal / Diurnal), and (optionally) Load and Barding Multiplier
 - Monsters Descriptions - Terrain - Cavern, Cold/Arctic, Desert, Lost World, Mountain, Ocean, Open, River/Lake, Ruins, Settled, Swamp, Woods
 - Monsters Descriptions - Special Attacks - Acid, Blindness, Charge, Charm, Continuous Damage, Disease, Energy Drain, Paralysis, Petrification, Poison, Spell Ability, Swallow, Swoop, Trample
 - Monsters Descriptions - Special Defenses - Immunity to Normal Weapons, Spell Immunity
 - Monsters - Changing Monsters, basic variations, Size, Age, Environmental Variations, Spellcasters
 - Monsters - Undead Lieges and Spawns, turning controlled undead, duration of control, Energy Drainers
 - Immortals - Immortals and Spheres of Power, Interacting with Mortals, Behavior, Manipulations, Statisics, Mortal Form [avatar], Manifestation Form, Incorporeal Form, Fighting Immortals
 - Immortals - PCs Becoming Immortalsl, prerequisites, Finding a Sponsor, 4 paths, Retirement
 - Treasure - Division by players
 - Treasure - Treasure Types, by Lair and Individual
 - Treasure - Coins, Gems, variations, Jewelry, Magic Items
 - Magic Items - Permanent, Temporary, by class, race, or spellcasting type, artifacts
 - Magic Items - Buying and Selling magic items,
 - Magic Items - making magic items, enchanting, recharging, intelligent, making magical constructs, Making Huge Magical Items (fortifications),
 - Magic Items - Dispel Magic Attacks
 - Spell Research - Player Procedures, Character Procedures, Experience from,
 - Campaigning - Tone, Goals,
 - Campaigning - Desiging Settings (map, towns, cities, history, languages, important NPCs, Government, immortals, adapting the game to the setting, selecting elements)
 - Campaigning - Designing Adventures, Designing Dungeons
 - Campaigning - Running Adventures, DM Set Up, DM's Job
 - Planes of Existence - Arrangement, Interplanar Adventures, Time, Gravity, Vortexes and Wormholes, Ethereal Plane, Elemental Planes, Astral Plane, Outer Planes, beyond the Multiverse
 - Variant Rules - Lethality, Demihuman and Mystic XP levels, Non-lethal combat
 - Appendix 1 - The Known World Campaign Setting
 - Appendix 2 - Game Conversions (prior editions)
 - Appendix 3 - Record Sheets (DM character card, character record sheet, spell book sheet, adventure record sheet, hex grid
 - Appendix 4 - Indices (spells, tables, checklists, general topic index)