====== 2.0 Notes ====== ===== High Priority Thoughts ===== * Defender Stuff (defending allies) * Summoning * Cast > 1 / battle (some units) * Use caster's tanks * Utility ability (more out of battle stuff) * Eliminate Battle/Out of Battle differences * Ability Leveling * Choose to make cheaper or greater magnitude, etc * New magic schools separated by cost instead of effects * Meditation (Mysticism) * Sorcery (Alteration/Elemental) * Summoning * Enchantment ===== 7/28/2013 Playtest Goals ===== * Martial Skills: Wide Weapon Selection Skills vs Specific Weapon Skills? ===== Status Effect Converations ===== * Afflictions * Spiritual Effects * Condition Track * Each wound bring X points down condition track * End of condition track is unconscious * Damage threshold causes "unknown" wound which have no effect but cause condition points * Can spend some out of battle time (~5 mins) to identify wounds * Best chance that unknown wounds resolve to non-serious wounds that heal immediately * Next best chance that unknown wounds resolve to serious wounds- these stay on condition track and have penalties. Every day you can roll Endurance skill and keep it from getting worse, but must be healed eventually. * Small chance that unknown wounds resolve into afflictions * Reaching 0 Vitality you die * Reaching 0 SP causes you to take X "fatigue" wounds every turn you do not rest * Powers can place "fatigue" wounds on targets instead/in addition to SP damage * "Fatigue" wounds cause condition track penalties, but can be removed by spending SP (innate) ===== Backgrounds Discussions ===== * Character backgrounds can be taken at character creation * Unlimited backgrounds can be taken (i.e. each one is self balancing) * Examples: * Veteran- take 1 major physical affliction (as permanent), get extra physical talent * Savant- take 1 major mental affliction (as permanent), get extra mental talent * Cultural backgrounds * afflictions from background are labeled as "permanent", which means that most "Heal Affliction" spells/services will not be able to heal them * Very tippy-top heal spell can heal permanent afflictions, but should be so high cost that players don't get this until they've already worked around their affliction for a long time (ex: lvl 15) ===== Armor/Archer Playtest ===== * Armor has 4 damage resistance ratings: Piercing, Slashing, Bashing, and Magic, determined by material * Armor AP is straight damage reduction- no SP damage is taken from successful attacks * Weapons have 4 damage ratings: Piercing, Slashing, Bashing, and Magic, determined by material * A normal attack uses the lowest armor damage resistance rating, much like dodge penalty uses the highest * If any weapon rating beats the armor damage resistance rating then no armor damage reduction is counted (the attacker must declare the damage type when attacking) * Arrows have all piercing damage * Normal shot - action, normal damage * Piercing shot - channel(1), +1 piercing damage rating (long bows can give +2 piercing, but -damage for normal shots) * can take move/action in any order * leaving a square in range invokes interrupting attack * Ability: Arcing shot (line of sight, not line of effect) * Ability: Volley shot (arcing shot but not aimed) * Ability: Increase Range * Ability: use bow as melee weapon (allow SP attack) * Ability: choke people with bow (allow SP damage) * Shield Ability: block ranged attack for enemy (def inst) * Blunt Rating Special: allows armor rating to be used as a bonus to SP attacks * Piercing Rating Special: crit for more damage * Slashing Rating Special: crit for bleeding damage * Magic Rating Special: none special ===== Magic Design ===== * No recursive counter spells! * Meditation - 3 types of spell types, all types have same time/cost scaling so all can be cast in/outside of battle * Long term effects (ex: +1 acc for 1 day) * Spell charge (ex: +4 acc for 1 turn, instant cast, must cast within 24 hours) * Spell trigger (ex: heal 5 HP when health falls below 50% within 24 hours) * Clarity can be maximum # of active effect/spell charges/spell triggers at the same time ===== Random Thoughts ===== * XP as currency for upgrades * No level, "slower leveling" races cost more XP for more gain * How to balance? Ex: Stacking Spells? * "Care Packages" for tiers * Talents affect "care packages" * Stats * Talents * Skills * Powers * Racial Powers * Spells * Martial Powers * Shapeshifter shifting for utility * "Perks" - prof skills but for all types of skills * Mounted * More fluid * Passive Utility (even magic) * Explicity state can improve magic * Story match stats * Pets/Familiars * Utility (only?) * skill (so have to specialize) * have to use turn to command * Turn parts in order? * Skills to disengage * limit # of instants / turn? * language learning * mage implants language * emphasis low Halser is impricise * Split awareness skill (perception/strategy) * Chasing roll keyword