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I'm using this page as a bit of a notepad.
So. Dodging attacks.
TO be consistent, there should be a way for difficulty of rolls to change. This should be related to circumstance, such as having a favorable weapon for the situation like a warhammer against plate mail.
But difficulty can't be how everything works. It's not flexible enough, and I don't think I'm comfortable with making damage and accuracy into one roll.
So. The result of the roll has to go against some kind of defense metric.
Dodging something sounds like Athletics. That's also good for blocking with a shield.
Suppose an attacker has 10 dice to roll. On average, difficulty 4, he will roll a 5, plus explosion. This is for a reasonably competent, but not dedicated, fighter.
Suppose an attacker has 2 dice to roll. On average, difficulty 4, he will roll a 1, plus explosion. This is for a wimp with no combat training at all.
Suppose an attacker has 16 dice to roll. On average, difficulty 4, he will roll an 8, plus explosion. This is for an extremely dedicated fighter.
These are roughly equivalent to base stat numbers. So if raw athletics is dodging ability, it's already a very defensive system, with only the purest fighters hitting consistently. Add any kind of meaningful armor and nobody will ever hit stuff.
So do I make it a pure armor thing? Dodging or blocking can then be turned into specializations.
If so, average to hit an unarmored person should be 2. If any physical stat drops below 2, it changes to 1. Immobile objects default to 0.
Armor rating of 6 should be the highest rating that is common. That means armor provides up to 4 defense. Dodge should be hard to get above 2. Shields can provide 1 and an arrow resist.
Armor can be strong or weak to specific weapons. This causes a shift in difficulty of the roll.
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Descriptive text of the topic.
Subheader
Used to describe large sections in a topic - usually no more than 3 or 4.
List Items
Listing major topics or lists of pages with their own links.
Bullets
- List bulleted things
Ideas
Maneuvers
Iado Strike
Requires Maneuver Mastery
You may make an attack with a weapon held in a hip-mounted scabbard, drawing it as part of the attack. This does not require any additional action points.
Languages:
Dorian
Language of the ancient Dorian people before they became a part of Alderia. Aspects of the language are reflected in the Dorian accent and a few of its words are sprinkled into Alderian speech.
Ikarian
Language of the ancient Ikarians. Sing-song-y when spoken with tonality and soft consonants.
High Fey
Used by all fey except for the dwarfs. Similar to Ikarian, but simplified grammatical structure.
Ooda-ee
Spoken language of the trolls. Trollbloods have created a written version and expanded the simplistic phonotactics, but most words are very basic sounding. Relies on vowel sounds separated by glottal stops - sounds almost like howling.
Tortanii
Language of the goblins. Extremely simplistic and easy-to-pronounce language almost reminiscent of Toki Pona, but with a complex contextual meaning system that allows for surprisingly nuanced vocabulary.
Liebraic
Language of the Fairhaven Alliance. Created as a modification of a local language and designed to bring the peoples of the region together. Phonotactical mess with very loose pronunciation of words. Regional dialects can sound like completely different languages sometimes.
Alderian
The world's most spoken language in recent times and the language of the Alderian empire. Similar to English, but with a few swapped phonemes and a different alphabet.
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Botany
Fletcherwood Bush / Fletcher's Thistle / Splinter Shrub
- Bush with very sharp spikes that break off easily, creating itchy, bleeding wounds that are hard to heal. The small blue-grey fruits are technically edible and are sometimes used in topical pain relievers, but taste like sawdust soaked in rancid meat broth. They pollinate through carrion feeders, including flies and the rag vulture - a bird whose thick feathers can repel the plant's spikes. The spikes can be used as arrowheads, hence the name.
Guardian Silk Tree / Golden Elm
- Tree with dense golden wood and rough mottled bark. It usually grows with knots and branches, and strategic pruning can turn it into a spiky hedge wall. When grown straight its wood is valued for bow making, treenails, and firewood. Its large greenish fruits have a tough and pithy peel and the flesh inside tastes like damp sawdust with hints of honey. The leaves are valued as food for silkworms, and the fruits of specifically cultivated seedless varieties can be boiled, filtered, and distilled into a mead-like beverage with a flavor reminiscent of green tea. The pith of the fruit secretes a white latex that can be used as a cheaper alternative to true rubber, specifically in making paint and waterproof fabric.
Blood Sap Tree
- Variant of the rubber tree with deep red latex. This type of latex does not coagulate as easily and is softer than conventional rubber, taking on a dough-like texture. Most notably, however, the latex is highly toxic and can be burned to emit fumes that have a psychedelic effect. It is sometimes used as war paint, and the fumes can dull pain and put the user into a uncanny sort of calm rage. If dissolved in formaldehyde, it can become a contact poison often used as a toxic grenade.
Eastern Hawthorn / Basket Bush
- Flowering bush with yellow flowers and deep red fruits. The leaves are edible, as are the flowers and berries. The flowers and leaves are made into salads in the spring and the berries are often turned into jams or vinaigrettes in the fall. The bush also tends to grow alongside creeper vines that make excellent ropes or baskets, hence the name.
Poster Moss
- This blue-green moss is faintly bioluminescent and grows in caves. When disturbed it releases a toxic slime that causes drowsiness, paralysis, and finally death. The moss can then grow on the decaying body like a fungus. It gets its name from missing persons posters, as lost travelers may wander into a mossy cave for shelter and never be seen again. Its toxic slime is often used as a poison on weapons.
Philosophy
Opposite tribes, one in a mountainous desert and the other by the coast. Both practice a monistic religion calling for purity by returning to the original divine form, but they disagree on what that means. To one, they liken it to rock being eroded by a river. Water represents nothing, and humanity has become vacuous - great monks are mummified alive to become part of the earth, casting off a need for water. To the others, the original divinity is a wellspring of water that voluntarily cut off its flow from certain paths, creating rivers of divine essence. This forms the emanations of the divine, and injustices are compared to the earth: barren and lacking in wisdom.
Thus, their views on the aether are different as well. The water monks believe the aether more closely reflects the original divinity, whereas the earth monks believe the aether is where stability must be spread. Their sole use of magic is a rare anti-magic that stabilizes the ebb and flow of aetherial wind. This creates an area of supernatural serenity where soul magic is nigh impossible.
This gives rise to the saying "splitting mud" which refers to over-analyzing a situation to find something about it you like or dislike, when the entire subject is trivial. Similar to "splitting hairs" except that is carries an implication of being overly moralistic.
Sophia - associated with Chokhmah, which is given wisdom and the left eye. Cassiel - associated with Binah, which is discovered wisdom and the right eye.
Titles:
Knight: A title given to warriors of exceptional skill who pledge their services to a lord.
Magician: General title for a magic user.
Mage: A title given to magicians of incredible skill who pledge their services to a lord or institution. Given to those who graduate from magic academies.
Paladin: An elite personal warrior of the king. Can be a knight or a mage.
Archmage: A member of the Council of Archmages.
Wizard: Someone who studies magic rather than practicing it. Negative connotation in some arcane circles.
Sorcerer: Someone who practices magic without studying it. Negative connotation in most arcane circles.
Warlock/Witch: A self-taught magician with little to no influence from outside schools of thought.
Shaman: Those who rule on behalf of spiritual beings or act as vassals for celestial authorities. Seen as primitive by most.
Avatar: Those who claim to be descendants or vessels of celestial beings. Very few people throughout history have a legitimate claim to such a title, and most are seen as phonies.
To Do List
- Complete the map in Azgaar
- Export map to Illustrator, live trace layers
- Create temperature map, biome map, precipitation map, height map, and political map
- Create hex map image examples
- Front and back arcs on combat page
- Blast radii on combat page
- Create character sheets
- Playtest