This is an old revision of the document!
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
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