Architectural Digest: Difference between revisions

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* Common languages
* Common languages
* History
* History
== Creature Stat Blocks ==
* Three difficulty indicators, one for offensive difficulty, one for defensive difficulty and one for tactical difficulty.
* Some sort of algorithm/equation to use those three stats together to compare against a party's levels.
* Some way of indicating a way to use the stat block as a difficult challenge for one level, a medium challenge for another, and a easy challenge for yet another
* "Fill in the gaps" approach for each creature type. But also for each creature "type". Like, no just type as in humanoid, undead, etc. But also for zombie, dragon, giant


[[Category:Meta]]
[[Category:Meta]]

Revision as of 21:40, 16 March 2024

The FOFL Architectural Digest discusses the design philosophy, design frameworks and general decision making that has gone into building the system, and content for it.

Topic To Cover

  • Class Design
    • Special Action Systems
    • Feature Progression
    • Action Category Association
    • Subclasses
      • How they lean in different directions
  • Actions, Providers & Fuels
    • Skills
    • Items
    • Playable Species
    • Special Actions
  • Creatures & NPCs
  • Book Design
    • Player Option Books (w/ Items)
    • Setting Books
    • Bestiaries
    • Adventure Modules
      • Inclusion of Player Options, Settings Details, Creatures, etc
  • Stats, Action Economy & Bounded Accuracy
  • Lore, Worlds & Cosmology

Playable Species

Every species should get some combination of additional mode of movement, natural armor, additional senses and special ability. Should add up to 1.5 points. Additional mode of movement, natural armor or senses are 0.5 points each. Special abilities can range from 0.5-1.5 points.

Bonus positive traits beyond this must also come with negatives traits to counterbalance. Negative traits (missing senses, natural weakness, etc) have a negative point value. Typically -0.5 or -1.0. Negative -1.5 traits are probably too punishing, even if it's balanced out by something useful.

Mechanics:

  • Modes of communication
  • Modes of movement
  • Natural armor
  • Senses
  • Creature Type
  • Age of maturity
  • Average Age
  • Subspecies
  • Special Ability (or bonus skill?)

Lore/flavour (Qelmar):

Lore by default is generally tied to Qelmar, in the Era Domini, unless specified otherwise.

  • Common languages
  • History

Creature Stat Blocks

  • Three difficulty indicators, one for offensive difficulty, one for defensive difficulty and one for tactical difficulty.
  • Some sort of algorithm/equation to use those three stats together to compare against a party's levels.
  • Some way of indicating a way to use the stat block as a difficult challenge for one level, a medium challenge for another, and a easy challenge for yet another
  • "Fill in the gaps" approach for each creature type. But also for each creature "type". Like, no just type as in humanoid, undead, etc. But also for zombie, dragon, giant