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)