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to_do [2020/01/05 18:59] – [To Do List] andrewto_do [2020/02/28 15:38] (current) andrew
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 ====== To Do List ====== ====== To Do List ======
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-  * [[Books|Magic Books]] - Let's make an array of blasphemous tomes and Atlantean monstrosities! 
-    * Sprinkle in books that feature instructions for creating magic items 
  
-  Our list of [[crafting|Magic items]] could use some love+**Campaign Stuff We Need As GMs** 
 + 
 +  * Overland Travel Map with Regions 
 +      * //Is this done?// 
 +      * //Are we okay with the [[travel|overland travel rules]] I wrote?// 
 +  * Two Atlantean Ruin Sites (Harrisburg and Gettysburg?) one for each of us 
 +      * //I'm actually creating a number of smaller mini-sites. I'm not really a megadungeon kind of guy, but if you want to PLAY in one I'll certainly take it over. Just tell me which one you want.// 
 +      * //I am also collecting tables and game ideas for all the little hamlets and farms that PCs will encounter traveling.// 
 +  * Player HQ site 
 +      * //Jorvikburg? This should be something we do with downtime. // 
 +  * Jorvikshire and Jorvikburg 
 +      * //Let's start thinking about "Who's Who" in Jorvikshire and making one-sentence sketches. // 
 +  * Kingston (at least outline of services etc) 
 +  * The other earldoms of Nessex 
 +      * //I'm interested in making the Earl of Radmondshire a rival of Jorvikshire in every way, perhaps taking the best henchmen, stealing credit for removing threats, and perhaps even doing a little bit of banditry of our PCs as they travel between the far frontier and Kingston. Would you agree?// 
 +      * //I would like to take ownership of Harris' Burg since it is an outlaw-town which will be a place our PCs could draw vassals from eventually. // 
  
-  * [[hench|Henchman & Retainer Cards]] - I really like your "Class X" system for henchmen. Do we need cards for retainers, or can we roll on a table to generate a quirk and feature and just paste it on to the generic stats on the fly? We do need henchman cards, generated from the abandoned stats from character generation. **Got an idea for retainer cards, have basic stats on cards, as you say, leave the rest blank with space to hand write the name,expert skills, nationality and quirks in.  Mass print cards, fill in extra details by hand during free time when mood strikes.** //PERFECT -AHS// 
  
-  * [[Special Features]] - <del> //I think we need a few more [[special features]] deck entries. Particularly because PCs will be drawing those four times over the course of their adventuring career! Do you mind if I add some more?// </del> //Let's reunite the weird deck and the special features, perhaps rewriting anything that might only be appropriate at character generation. --AHS // 
  
  
  
-  * Economics--structure of income, disposal of artifacts, to balance equipment and xp Dave 
-    * We should balance the GP values of all the [[crafting|magic items and crafting items]]. 
-    * Let's spruce up our treasure notecard box. We need to throw away any Krondor-specific loot.  
-    * There should be a secret loot value table with values only available to PCs who have particular proficiencies 
-       
  
-  * Make a random prophecy table for prophetic spells 
  
  
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-  * How are magical items identified? How is any loot identified? Do we just give players an opportunity to muse on what they THINK it is and make a series of rolls? Maybe we give values that certain PCs who just **have** certain skills & lores think they can get for a thing, while offering a "base value" for any PC who just wants to put it on the street? For example:+  * How are magical items from the loot deck identified? How is any loot identified? Do we just give players an opportunity to muse on what they THINK it is and make a series of rolls? Maybe we give values that certain PCs who just **have** certain skills & lores think they can get for a thing, while offering a "base value" for any PC who just wants to put it on the street? For example:
  
 __Atlantean Platinum Hipster Nose-Ring__ \\ __Atlantean Platinum Hipster Nose-Ring__ \\
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   * Alchemy: Stones may be crushed to create a dose of [[alchemy|Shimmering Sand]] at no cost   * Alchemy: Stones may be crushed to create a dose of [[alchemy|Shimmering Sand]] at no cost
  
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-====== Completed Items ====== 
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-  * <del>[[Travel|Wilderness Travel]] Rules - I'll take a shot at this. I've already got it started anyway.</del> 
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-  * <del>Clean up the [[auras|Read Aura]] section. //I've got this --AHS //</del> 
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-  * [[Monsters]] - A few brainstorming sessions for a baseline of regulars we share, then solo development for our own special brands of evil. 
-    * <del>We need to formalize stat blocks.</del> - //Done. Thanks, Dave.// 
- 
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-  * <del>We really need to sort out the [[skills|skills and or proficiencies]].  It seems all over the place right now. 
-    * Thanks for pulling together a full list. Next, we need to go back through all the cards and class stuff and make sure it all makes sense. </del> 
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-   *<del> I should run through the [[equipment|equipment book]] and convert it to the new system, and then we can both go through the draft - Dave</del> 
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-  * <del>Random backgrounds and heritages - Andrew</del> 
-  * <del>Magical traditions and custom spells for those traditions - Andrew</del> 
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- 
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-  * <del>We will need a number of name generators to cover all the heritages, at least one per language.--DIBS Dave  //Looks good!//</del> 
- 
-  * [[https://www.youtube.com/watch?v=R6dO-gItlPw|Need some standard Atlantean buildings]]:  shouldn't look like any medieval buildings, tower--paper towel roll with circle-orb at top, all painted black?  [[https://www.pinterest.co.uk/pin/413768284509820124/|Featureless black buildings]] in 2-3 sizes.   
-      * [[https://photos.google.com/share/AF1QipO8u8BXYh5vUIlV_3X0h9ucrzbmIDaWghBOrHIJUPxgb0zZbB_2SYRpljEMc13-qw?key=QXVxM1hfaUxlemN2ZlBNZ1hsazZkMk5iN211UUJR|Here's an Atlantean obelisk]]. 
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-  * Array of common Atlantean artifacts, a tropes that would surround uncommon ones. **REALLY MUST START ON THIS!!!  Most treasure in Atlantean Ruins can't be coins!!!!** 
-    * clear division:  what magic items can be made/found among "modern" folk, what are only from Olden Times (Bow of Hercules?) what are only Atlantean. 
  
  
  
-<del> 
-  * CRAFTING:  need to think about crafting, especially of magic items.  Currently, I have a scheme where "Herbal Concoctions" including some limited healing items can be crafted by those with Herbalism skill.   And, thinking about what you've said about proficiencies, I've placed "Create Scroll", "Create Potion" and "Create Magic Item" on the list of proficiencies.    
-      * //Are you sure that Alchemy, Brewing, and Poisoner shouldn't be a proficiency, too? Right now ANYONE can try to create these items by the rules, and if they have an [[alchemy|Alchemy Workshop]] their disadvantage becomes a straight roll - AHS//**maybe you're right about Alchemy, but I don't have a problem with anyone trying Brewing and Poisoning, I mean, everybody does IRL** 
-  * Something quick and dirty for mundane items too.  Perhaps the old "half the retail cost in materials"  1 day per 5gp of retail price? //Sounds good, 5e really dwells WAY TOO LONG on this// 
-  * //Let's knock out some magic items folks can build next - AHS// 
  
-  * CORRUPTION!!!!  Need a system of supernatural corruption for messing with Evil Magic and Atlantean things.   Acquire points of corruption somehow on a 3-18 scale, different effects as Corruption exceeds CHA, INT and WIS 
-      * Here's a similar house ruled system of [[https://saveversus.wordpress.com/2014/09/30/insanity-stress-dd-5e-houserule/|stress and madness]], but it handles insanity more than corruption. 
-      * How do we get rid of corruption? Maybe "recovery" is a downtime activity for mind as well as body? 
-      * So there is one effect for Corruption > CHA, one for Corruption > INT, and one for Corruption > WIS? 
-      * I suppose corruption > all three is character "death" in that they become an NPC. 
-      * I think one effect of Corruption > CHA is that the PC might corrupt other PCs in the party 
-      * There should be spells and skills to help manage corruption! 
-          * One of the features of the Occultist archetype should be that they can withstand more corruption than the average bear. Maybe they can use their INT for all three  
-      * Atlantean monsters should inflict corruption 
-      * **Obviously, Confession and Penance from Holy Mother Church is the best remedy for Corruption** 
-      * [[https://roll20.net/compendium/dnd5e/Madness#content|5e Madness Rules]] 
-</del> 
  
-  * I'll need to clean up this wiki. If I mark something with a strikethrough it means that I'll get rid of it in the final draft.  
to_do.1578250751.txt.gz · Last modified: 2020/01/05 18:59 by andrew