2.0 Notes

  • 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
  • Martial Skills: Wide Weapon Selection Skills vs Specific Weapon Skills?
  • 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)
  • 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 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
  • 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
  • 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
  • polemos/2.0/notes.txt
  • Last modified: 2020/08/15 16:04
  • by 127.0.0.1