Alchemy System

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30 July 2008

posted Jul 30, 2008 3:45 PM by tim aronics

Unfortunately in order to keep up with my target date for release I had to drop some of the requirements for Alpha 1, but as a side effect the classes will be improved as noted in my last post. I will be looking at these changes as a trade off, and hopefully you do too. Getting all of the sites at least a little bit ready has also eaten up a bit of the time I would have been spending doing the things that are required.

Since the alpha 2 requirements are more of an evolution and tweaking sort of thing, it should be easier to keep those requirements as they are now. If I do change those requirements, there will be an alpha 3.

Massive Class Changes

posted Jul 30, 2008 2:04 PM by tim aronics

Ok, the changes themselves are not that massive, but at the urging of a good friend I be making the changes. These changes will help make the system a little bit more like a classless system, but with some of the advantages that classes may provide. Furthermore multiclassing will come without penalty. I hope that these changes will not upset anybody.

28 July 2008

posted Jul 28, 2008 12:50 PM by tim aronics   [ updated Jul 28, 2008 1:36 PM ]

A forum and a wiki have been started, and I hope that there will be some interest in trying to help with this system.

Feel free to sign up and post in there any questions, comments, or concerns you may have.

Alpha 2 Criteria

posted Jul 25, 2008 1:26 PM by tim aronics   [ updated Aug 18, 2008 4:35 PM ]

This is a list of stuff that will need to be done after alpha 1 is completed. It will be growing and changing up to 1 week after alpha 1 is finished.

All classes created for alpha 1 must have some form of refinement
An additional 10 skills must be fully described
An additional 10 items must be fully described
An additional 10 items must have their alchemy/engineering detailed
4 more advanced classes must be fully described
The currently described advanced classes must be adjusted so that they are not broken.
The leveling system must be refined
The leveling system must at least allow for characters to make it to level 20
At least 5 more flaws need to be added to the system
All of the flaws need to be fully described
The front page needs to be reorganized
There need to be at least 5 example characters 5/5
5 of the example characters must have at least up to level 6/15
A simple GM's Guide, something that should at least give a new GM some sort of basics to be able to run this system.
Refine the Alchemy rules
Refine the Engineering rules

23 July 2008

posted Jul 23, 2008 3:18 PM by tim aronics

As you can see, I have a lot of work left to do. Most of which is in the items category. I may reduce the items list down to 10 complete ones for alpha 1 release, or remove the alchemy and engineering categories. If I do the latter of the two, it will be moved into its own separate category, likely with less than the total number of ones that need to be described.

That being said, I will be making a much more stringent release criteria for alpha 2 and beyond.

After alpha 1, I will be looking for a large amount of input from various people. If you hate the way something is, that will be the time to tell me.
At that time I will provide a contact method to reach me. From then on, I will be available to listen to your concerns and address them as best as I can.
This dialogue will hopefully provide for a better gaming system.

22 July 2008

posted Jul 22, 2008 1:25 PM by tim aronics

We are approaching our alpha 1 criteria list very quickly now. Expect to see alpha 1 ready by next week.

21 July 2008

posted Jul 21, 2008 12:44 PM by tim aronics

It is starting to look like it may be possible to create overly powerful characters through multi-classing, so there may be some massive changes to the class system to prevent these sort of things. In other words, I may have to downgrade each class to make sure that there are special caps for the number of points that you may spend in each skill based on your characters level in that class, and the types of bonuses available. Looking back on the ground rules that I laid out for myself for the creation of each class, I made it too unregulated and trying to cram levels and classes into a system that is more like a classless system to begin with.

A new system is being designed now. For starters, level based advances will not be strictly based on experience, nor will they give you vast amounts of skill points that you may spend. The points that are given at the end of sessions will now be used to determine when your level advances occur. Every so many levels you will be able to earn a feat, and some kind of improvement in your stats area, but the points that you earn may be spent toward earning those two things still, it is just that the total number of points that you earn must now be tracked. The classes will remain as they currently are in order to speed up the development of the new design.

15 July 2008

posted Jul 15, 2008 3:41 PM by tim aronics

Work is being done in the items section. It is no where near complete, but there will be at least a rudimentary list of things that can be gotten.

11 July 2008

posted Jul 11, 2008 2:37 PM by tim aronics

I am augmenting my requirements to include at least 50 items (20 of them must be fully described, and include engineering/alchemy required to make them), the combat rules must be at least partially described, including various resolutions, character death, first aid, and surgery must have at least rudimentary descriptions.

8 July 2008

posted Jul 8, 2008 3:06 PM by tim aronics   [ updated Aug 1, 2008 4:29 PM ]

Criteria for Alpha 1 have been set, and here they are:
    Rudimentary leveling system must be provided for levels 2 to 10.
    All basic classes must be named
    All basic classes must be described so that more diverse 3rd+ level characters can exist.
    At least 50 skills named 63/50
    At least 15 skills must be fully described 18/15
    At least 50 items named
    At least 20 items must be fully described 20/20
    At least 5 items must have the engineering(or other skill if applicable)/alchemy required to make them 8/5
    At least 8 advanced classes must be named 18/8
    At least 2 advanced classes must be defined 2/2
    Skill usage rules must be defined, especially the knowledge rules
    It must be somewhat playable when experienced d20 GM's are running the system
    One of the settings must be described to at least the point of playability cities need to be made up for actual usage

Strikeout will be used to show which items have been completed

Anything beyond that will be found in alpha 2 or beyond.

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