Full Proposals and their Formatting

In the spirit of unification and partnership with all designers the rules discussion is now longer isolated to just the Wyrd of Avilion area.

Full Proposals and their Formatting

Postby iraham » Sun Jun 28, 2009 8:58 pm

Ladies and Gentlemen,

I, and other designers, will begin reviewing rules changes in July.

Those submitting a proposal please download the following document, enable track changes, and make any edits you may have.

Rename the document with your name and version number and re-upload it here in a separate post just for you.

This will allow me to format things more easily.

I will post merged versions for comment in a separate thread over time. To suggest changes post in the format requested above, just use the updated rules document.


Confused? PM me. Worst case just upload something... I'm not a stickler but I want to make this easier to review this year.
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Re: Full Proposals and their Formatting

Postby iraham » Sat Jul 04, 2009 12:15 pm

Enclosed is Draft 1 of changes I have accepted in to the rules.


IF I DIDNT PUT SOMETHING IN RESUBMIT

I always miss things the first pass.
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Re: Full Proposals and their Formatting

Postby Dianachan » Mon Jul 06, 2009 10:49 pm

{deleted }
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Re: Full Proposals and their Formatting

Postby iraham » Wed Jul 15, 2009 9:45 pm

Enclosed is the next ruleset draft.

In this draft if you still believe I missed something in your rules posting feel free to keep trying to add it back in. I may have missed it.


Also in future revisions please be detailed in what you want to change in skill trees. It's difficult to see changes and I ignore many.
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Re: Full Proposals and their Formatting

Postby iraham » Tue Jul 21, 2009 6:44 pm

Here is draft 3.5v4

Projectile tree - I integrated it in to Combat Maneuvers, and added a new projectile proficiency in weapons. I think this is a better fit there overall. I like giving projectiles more love, and see this as an easy way to do so.

Diplomacy - not included in this revision, will wait for next adjustments

Steampunk - needs love

Investigator - radically changed

Fantasy Magic - I feel it's a bit weak now.

Damage limitation still set at 3, reason... I like the concept of a permanent limit and a temporary limit, so I look forward to it.
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Re: Full Proposals and their Formatting

Postby FaerellG » Tue Jul 21, 2009 11:05 pm

Destroy is removed as well, rejoice!
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Re: Full Proposals and their Formatting

Postby Dianachan » Wed Jul 22, 2009 12:00 am

I cant help but notice that all the additions, buff combat manuvers, but heavily nerf magic. I couldnt help but feel that Destruction, and Control were purposefully targeted too.


Sorry, I /disagree with your current changes.

more to be said in a new post.
"Methinks that your milkshake brings all the knaves to the yard."
Raven Le Fae of the Wyrd Magi and Circle of Five; Wife to Knight Olaf, Son of Björn; Dame Raven of the Shadowblades, proud follower of The Dark Paladin
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Title or Profession: Catgirl of the Wyrd

Re: Full Proposals and their Formatting

Postby iraham » Wed Jul 22, 2009 9:24 am

New version 3.5v41

Merely adding in Ian's changes to give magic more oomph again.

Much of what he added is in here.

Added Rob's recipes.

Also put a limitation in Mental Clarity.

Updated a few minor things here and there.


Coffee meeting today... come have a drink with me and argue your points in person! (see meetup group)
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Re: Full Proposals and their Formatting

Postby iraham » Fri Jul 24, 2009 10:06 pm

3.5 Dev 5
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Re: Full Proposals and their Formatting

Postby iraham » Wed Jul 29, 2009 9:05 am

Did not add in willpower. Feel the combat maneuver Mental Purge to manage mobility limiting functions is effective enough.




Divine Speed not moved - The reason is that divine is supposed to focus on the specialties granted by different trees, while magic has things mostly available in a generic fashion. I feel Divine speed is a specialized ability that gives greater, and unique power compared to others in the tree. Therefore it can stay as an aspect. If a designer does not like the aspect breakdown they can simply rename the aspects to make them more appropriate for the game itself.

Track teleport added in elsewhere, it got lucky.
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Re: Full Proposals and their Formatting

Postby iraham » Tue Aug 04, 2009 10:19 pm

Rules Dev 7.

I will review one more time before the public forum to discuss the rules.

These rules will be play tested at the September event.

<edit... I uploaded the wrong version... this is corrected. You can you have the right one because it has the 'DELAY' call in it.>
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Re: Full Proposals and their Formatting

Postby iraham » Thu Aug 13, 2009 6:46 pm

Enclosed is the Dev 8 Ruleset.

Notes:

-Steampunk blueprints must be bluebook validated and adjusted.

-Adjusted for Meta Resistance concept.

-This is the last revision prior to the rules discussion, please refer to this document for the discussion.
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Re: Full Proposals and their Formatting

Postby iraham » Fri Aug 21, 2009 2:25 pm

Dev 9

I am printing this out right now for our discussions on Sunday. Copies will be available.


Steampunk was tweaked the most in this version, a few comments on what I did:

Change log:

Removed "The inventor must have at least one rank of the invention in order to start exploring the world of protoscience. " as this requires another skill tree. In general I avoided combining the crafting tree with this one, now they are entirely separate. I can envision a world where crafting is not allowed, but this is. So why mix them? Being a crafting inventor nets you a few perks in steampunk, but not a huge amount... and it isnt a requirement anymore.

Under devices added "Single component devices still require a blueprint, and a device must be created for their use." This forces a device for all items in Steampunk and clarified wether or not equipment is needed for certain abilities.

Under using a device added 'You only need skill in this skill tree to make and fuel devices, using a device does not require the skill.' This clarifies if people can use devices made by others or not.

Added to 'calculate fuel cost' "To provide fuel for a device an individual must have a skill in the skill tree where that devices fuel source comes from." This clarifies how you can refuel a device, it also limits refueling to those who have skill in the tree. Thus anyone can use them, but only those skilled in technology can recharge them... a very steampunkish scenario. This also limits the use of Æther except to those who have the steampunk skills.

Removed "Any blueprint with combined components only works for a single designer's world. " I believe we can remove this since we are refining the tree effectively. Of course Steampunk in general must still be allowed in that world.

Added "This time is halved if you use appropriate physical representations in your work OR you are a noncombatant. " This will encourage more RP and give noncoms some stuff.

Quality - I have removed the concept of quality from steampunk. Steampunk devices work fine without quallity and I think it adds complexity. This also makes the tree much less complex. Items needed to build the devices still have quality, but the devices built just have a base quality regardless of device type (Q4).

Added to 'learning from existing blueprints' "No more than three blue prints may be learned from a single event." Did this to clarify the paragraph, since it's a bit confusing tracking how many you could actually achieve, the way its described is also three, but this gets straight to the point.

Crafted ammo - Rewrote this to be more clear.

Sample Blueprints - Removed Zepplin airship. This is amazingly powerful in concept and would break most events I am aware of. While good in practice it is not something I would advertise as a blueprint everyone commonly knows.



In general I think Steampunk just crossed the threshold in to awesome, and it's much cleaner now. Kudos for Devin for taking it there, I rounded some edges on it to make it independent of other skill trees, but he gets all the credit.

See you sunday!
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