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Erran

Echoes of creak and of rustle

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and silence. That is what treespeech sounds like to ears of flesh. But to the ear in one´s heart they´re music, verses; and to the wanderer through woods that grow into shape with each new step - reminders, of the whole, and the being part of, to reach. :::: :::: ~~o--- ~::- ~--e-- ~~-- ~---:- ~ ~~-- ~-:~~- ~ ~~-- ~----e ~--o-- ~oo- ~--~ ~-~e-- :: ( Metres of Approach ) :::: ---~- :: how adventuring is like, what about; then the story, its steps and how it unfolds; just a few hints at role-playing - an overview, in all :::: ---:- ---~- :: the abilities, then :: ---:- ---:- :: the skills that depend on them; :: ---:- ---o- :: and then of abilities once more, this time with their uses explained :::: ---:- ---e- :: all other aspects of a character´s definition, now: age, gender, name, race, class and background, personality, and, not least, motivation to go on adventures :::: ---:-e :: experience, levelling up, and what can be expected when that happens :::: ---o- :: the dice, its use - in general, and the types of the d20 system :::: ---e- ---~- :: the activities usual while one travels, :: ---e- ---:- :: how visibility influences most useful actions, :: ---e- ---o- :: mounts - only mentioning them, then :: ---e- ---e- :: food, water and rest needs, and :: ---e- --e~- :: during resting, what is allowed and what not; :::: --e~- :: how combat takes place and of actions that can be performed in one´s turn; and also a mentioning of special challenges, like having to make a long jump :::: --e~- ---~- :: a list of conditions that a creature might be in, :: --e~- ---:- :: what the perceptible effects of damage can be expected to be, and :: --e~- ---o- :: just a reminder that you can interact with objects during battle :::: --e:- ---~- :: how many spell levels there are, the name cantrip; :: --e:- ---:- :: the difference between known and prepared spells, :: --e:- ---o- :: spell slots, their spending and replenish; then :: --e:- ---e- :: rituals, only a few words; and, last, :: --e:- --e~- :: the spell descriptors - or what to look for when you read of spells :::: -oe-- :: the downtime occupations, :: -oe-- ---~- :: lifestyle options and the place they give one in society, :: -oe-- ---:- :: services, which can be hired; last, of the occupations - what general knowledge one should have about :: -oe-- ---o- :: crafting, :: -oe-- ---e- :: practising a profession, :: -oe-- --e~- :: of recuperating from injuries, :: -oe-- --e:- :: researching, and :: -oe-- -oe-- :: training :::: -oe~- :: NPCs attitude towards you :::: -oe:- :: types of coins :::: :::: ~~o--- ~::- ~--e-- ~~-- ~---:- ~ ~~-- ~-:~~- ~ ~~o--- ~::- ~e-(-- ~ee- ~-o--- ~::- ~e-(-- ~---:- :: ( Metres of Mechanics ) :::: ---~- :: checks, what they are; :: ---~- ---~- :: general formula; :: ---~- ---:- :: the most usual checks: the ability check, saving throws and attack rolls, with use and the target value in each case; :: ---~- ---o- :: the most usual modifiers: the ability modifier, with formula, and the one called proficiency bonus; :: ---~- ---e- :: advantage and disadvantage; :: ---~- --e~- :: the special dice values: 1, 20; :: ---~- --e:- :: the passive checks, with the formula for average dice values; and lastly, :: ---~- -oe-- :: group checks - what they´re about; :::: now, the other dice roll based calculations: :: ---:- ---~- :: maximum hit points, the hit dice; and :: ---:- ---:- :: the damage roll; :::: usual, dice independent, formulas follow: :: ---o- ---~- :: for armour class, :: ---o- ---:- :: for the spell saving throw difficulty class, :: with room for other, yet not noticed relations, and then of :: fractions, hot to treat them. :::: ---e- ---~- of the ability score improvement option, at leveling up, and of features, or feats, that it may be exchanged with; :::: --e~- :: of movement time, :: --e~- ---~- :: speed of a creature, :: --e~- ---:- :: difficult terrain, :: --e~- ---o- :: time scales; then :::: --e:- ---~- :: of the travel pace, forced marches and where mounts can make a difference, :: --e:- ---:- :: the distance travelled at the different types of pace, :: --e:- ---o- :: rules for the activities usual while traveling: noticing of threats and navigation, tracking or foraging, :: --e:- ---e- :: of visibility, the obscurity levels, illumination - 3 categories, and the special abilities related to it: blindsight, darkvision, and truevision; :: --e:- --e~- :: of resting: the short and the long time out, :: --e:- --e:- :: of water and food needs, exhaustion; next :::: -oe-- :: combat: what is established before it begins, :: -oe-- ---~- :: surprise, :: -oe-- ---:- :: the initiative, :: -oe-- ---o- :: movement and action, and how you are free to make use of them in your turn, :: -oe-- ---e- :: of difficult terrain, and what follows when you throw yourself on the ground, :: -oe-- --e~- :: of space, yours or another´s, and of squeezing in space that´s smaller. :: -oe-- --e:- :: of reaction, :: -oe-- -oe-- :: of interaction with objects, :: -oe-- -oe~- :: matters related to visibility, :: -oe-- -oe:- :: the unarmed combat, :: -oe-- ~ ---~- ----- :: melee attacks, the matter of two-weapon fighting, :: -oe-- ~ ---~- ---~- :: ranged weapons´ use, and distances involved, :: -oe-- ~ ---~- ---:- :: spellcasting, then: casting and armour, the combining of magical effects, descriptors (number of actions needed, bonus action allowed or not, reaction - if it can be cast as one, range, the components, duration, targets, area of effect), and distance to a target to observe; :: -oe-- ~ ---~- ---o- :: what special actions are available to everyone: cover, dash, disengage, dodge, grapple, help, knock out, ready, search, shove, push an object; :: -oe-- ~ ---~- ---e- :: damage types, the resistance and vulnerability properties, then :: -oe-- ~ ---~- --e~- :: the influence of health, :: -oe-- ~ ---~- --e:- :: death saving throws, :: -oe-- ~ ---~- -oe-- :: healing and stabilizing, :: -oe-- ~ ---~- -oe~- :: temporary hit points, :: -oe-- ~ ---~- -oe:- :: mounted combat, :: -oe-- ~ ---:- ----- :: and the particularities of fighting under water; now :::: -oe~- :: other challenges: the :: -oe~- ---~- :: climbing, swimming, crawling, :: -oe~- ---:- :: the long and the high jump, :: -oe~- ---o- :: lifting, carrying, :: -oe~- ---e- :: falling, :: -oe~- --e~- :: traps, :: -oe~- --e:- :: suffocating, :: -oe~- -oe-- :: the conditions that a creature can be in: blinded, charmed, dead; then deafened, diseased, dying; encumbered, exhausted - with different levels; frightened, grappled, or incapacitated; infirm, invisible, knocked out; mad, parallyzed; petrified; poisoned, prone; restrained, stable, stunned, and unconscious. :::: -oe:- :: downtime activities rules: :: -oe:- ---~- :: crafting, :: -oe:- ---:- :: recovering, :: -oe:- ---o- :: research, and :: -oe:- ---e- :: training. :::: :::: ~~o--- ~::- ~--e-- ~~-- ~---:- ~ ~~-- ~-:~~- ~ ~----e ~--o-- ~o-- ~----e ~~-- ~--o-- ~--e-- ~::- ~---:- :: ( Metres of Properties ) :::: :::: ---~- :: the creature sizes, with space occupied; :: ---:- :: creatures´ alignments; :: ---o- :: characters´ races, for each: the physical appearance, size, average life span, general personality trait, the reasons for adventuring, alignment, speed, ability score increase at the choosing of class, skills and other features, sub-races with their additional ability score increase and skills or features; :: ---o- ---~- :: dwarfs; :: ---o- ---:- :: elves; :: ---o- ---o- :: halflings; :: ---o- ---e- :: humans; :: ---o- --e~- :: dragonborn; :: ---o- --e:- :: gnome; :: ---o- -oe-- :: half-elf; :: ---o- -oe~- :: half-orc; :: ---o- -oe:- :: tiefling; then :: ---e- :: characters´ classes, the common ability score increase with leveling up rule, then for each: hit points formula, proficiencies (armour, weapons, tools and saving throws), skills to choose from, standard equipment - with some options, and features, including languages known; :: ---e- ---~- :: barbarian; :: ---e- ---:- :: bard; :: ---e- ---o- :: cleric; :: ---e- ---e- :: druid; :: ---e- --e~- :: fighter; :: ---e- --e:- :: monk; :: ---e- -oe-- :: paladin; :: ---e- -oe~- :: ranger; :: ---e- -oe:- :: rogue; :: ---e- ~ ---~- ----- :: sorcerer; :: ---e- ~ ---~- ---~- :: warlock; :: ---e- ~ ---~- ---:- :: wizard; now :: --e~- :: character´s backgrounds, each with a set of possible personality traits, ideals, bonds, and flaws to choose from, each adding skills, proficiencies, and other features; :: --e~- ---~- :: acolyte; :: --e~- ---:- :: criminal; :: --e~- ---o- :: folk hero; :: --e~- ---e- :: noble; :: --e~- --e~- :: sage; :: --e~- --e:- :: soldier; :: --e:- :: equipment; the starting wealth for some of the classes - to buy an alternative to standard equipment; :: --e:- ---~- :: currency; :: --e:- ---:- :: armour, with properties: type (being light, medium, heavy; or a shield), bonus to armour class, strength requirement, if it gives disadvantage to stealth, time to get in and out, weight, and price; and the effect of heavy armour on one´s speed; :: --e:- ---o- :: weapons, with properties: type (being simple or martial), damage type, qualities (being light, finesse, thrown, two-handed, versatile, ammo, loading, heavy, reach, special), weight, and price; :: --e:- ---e- :: adventuring gear, including the description of standard equipment packs; :: --e:- --e~- :: container capacities: both size and weight allowed; :: --e:- --e:- :: tools; :: --e:- -oe-- :: trade goods; :: --e:- -oe~- :: mounts and vehicles, with their aspects that matter; :: -oe-- ---~- :: the lifestyles and daily expenses; :: -oe-- ---:- :: prices for food and lodging; :: -oe-- ---o- :: cost of services; :: -oe~- ---~- :: the schools that spells belong to, and :: -oe~- ---:- :: the spells themselves, each with properties: level, school, casting time, range, components (verbal, somatic, material; and ingredients), duration; organized by character class; :: -oe~- ---o- :: magic items; :: -oe:- ---~- :: monsters, each with: level (called challenge rating), type, plane, alignment, size, armour class, hit points, speed (while walking, flying, burrowing, climbing, or swimming), ability scores, saving throws proficiencies, skills, senses (blindsight, darkvision, tremorsense, truesight, telepathy), languages (understood, and spoken), the ability to cast spells, actions - as for characters (also with possible multiattack), and restrictions to the use of abilities (times per day, random recharge chance, after rest recharge); a list of their names only, remaining to gain more knowledge of them while playing; :: -oe:- ---:- :: the NPCs one may meet in combat; again, only a list of names. :::: :::: ~~o--- ~::- ~--e-- ~~-- ~---:- ~ ~~-- ~-:~~- ~ ~---o- ~~-- ~~-- :: ( Metres of Lore ) :::: :::: ---~- ---~- :: separate groups of each race; :: ---~- ---:- :: factions; :: ---:- :: languages; :: ---o- :: deities; :: ---e- :: the planes of existence; :: --e~- :: the weave of magic; :: and all sorts of other names and stories which give to the characters a sense of belonging. :::: :::: Soon, soon through their branches, it will be that time to raise my eyes at rays of light, of how others play! And then... who could say how long it will pass until there would be such a vision of my woods joined to others´, continuing itself in them, one for which to climb a tall tree, and from the top, there, to let myself feel a part of that veil of light... Such dreams, now, are in danger of getting that far away from the trees I know well grown, from what I can see possible, to become lost. My forest is still too young. And it must take its properties and its mechanics for some more time. But soon there will be also a brightening of our straight rows and wooden determinations. We shall have the fey of others´ imagination visit us! And what course my learning will take from that point on... I too shall have to wait and find out. :::: With these thoughts, now, to you traveller, who, like me, may have stopped to tune the ear in your heart to what the trees of learning sing of, I wish: a good luck, and may you always find the right path! ~

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Updated 02-03-2018 at 03:38 PM by Erran

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