Architectural Digest

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Revision as of 23:32, 8 February 2025 by Michael.oconnell (talk | contribs) (Adjusted formatting.)

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

Leveling

See: Leveling Outline

Levels That Gain An ASI

Levels 1 5 10 15 17 22 27
Since Last 4 5 5 2 5 5

Levels That Gain A Skill

Levels 1 7 13 19 25 29
Since Last 6 6 6 6 4

Level 1

At level one, players receive an ability, or set of abilities wholly unique to their class. There is no standard for what this looks like, aside from that one of these abilities will always grant access to a Special Action System. These abilities allow the player a "jumping off point" off of which they can begin to define the identity of their character.

Level 2

At level two, players gain a class ability, which as a standard provide the ability to take some sort of action, or activate some sort of ability "X number of times per [long/short] rest." Whether it resets on a long rest, short rest or either, is intentionally left open to allow for a wide array of thematic abilities to exist, but still balance them against one another. The most powerful abilities may be limited to once per long rest, while a much weaker ability may be allowed 3 times per short rest, or similar.

Level 3

At level three, players gain their first sub-class ability. This minor ability provides the first flavour of the subclass, which isn't so powerful that it cannot be used over and over again. Having an early ability, which learns into the core concept of the subclass and isn't heavily restricted in its use, allows for it to always be present throughout the gameplay. This ability should not be limited use, and it should be broadly useful throughout the entirely of at least one of the three primary pillars of play.

Level 4

At level four, players gain a class ability which they can use Level Bonus number of times per day. These are abilities which highlight the classes strengths, but might negatively effect balance if they could be spammed without limit. These might be things that involve automatic success, bonus resource collection or abilities that fundemantally alter or buff existing abilites, such that they might make other abilities obsolete.

Level 6

Level 8

Level 9

Level 11

Level 12

Level 14

Level 16

Level 18

Level 20

Level 21

Level 23

Level 24

Level 26

Level 28

Level 30

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