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Updating GM Guide and other minor fixes #88
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Updated GM Guide to include references for current version of the Game (v1.0.0a3). Addressing issue DeckofAdventures#61 with Epic Events and proposed structure for the rest of the GM's Guide. Commenting out lore for now, opting for a more streamlined and setting agnostic GM guide for the Game.
GM Guide in progress, made Major Updates and additions, with several sections still needing to be fleshed out. Added Hard Wrap. Added new sections to GM Guide: - The Target Card System - Epic Events - Running Combat - Setting Up Encounters - Minions, Dealers, Bystanders, and Companions - Creating a Boss Battle Created proposed structure for Building Your World, Managing Players, Number Crunch, and Continuing Your Journey as a Game Master.
Minor line edits. Removed reference to 0.1.0 and updated to 1.1.0.
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Started reviewing, up to gm guide Line 363. Will continue later.
Updates spelling, links, and made some grammatical tweaks.
Updating based on PR DeckofAdventures#88 Feedback
…, updated Boss Encounters and Combat Sections Revised Boss Battle to Boss Encounter Streamlined language in Combat sections. Added in Boss Phase Mechanics
Updating GM Guide in progress with @CBroz1 edits for text efficiency, formatting, and other streamlining updates.
Updated hard word wrap post updated merge.
Added a section for how we handle community contributions as Issues and the stages of consideration, development, playtesting, and integration into the core ruleset.
Additional updates and minor edits. Changed Likelihood Chart to Difficulty Chart. Added comments/responses commented out below Broz's comments. More hard word wrap. Added more sections to build out in "Building Your World"
I put some comments in the text to respond to in-line comments but pulling them out here for ease of reference: 1. New-GM vs. DofA Specific for Combat GM Guide (Line 550)
2. Why draw new TC during Boss Phases (Line 637)
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Based on session playtesting for DofA on 7/14/22 - created framework for the Necromancer of Garvandis One Shot. Includes the Necromancer Stat Block and Boss Battle Actions and Phases.
Updated reference to Deck of Adventures.
Hid missing sections to clean up current version - will re-open sections as we add more to them.
Adding in GM notes around the Target Card system and how DR + Mod on report works (Issue DeckofAdventures#59). Including reference to GM split decks: *Minion Deck* and *World Deck*. Added more notes on how to modify difficulty and keep things balanced within the Target Card system.
Created Items list in TOC and breakdown in body of GM Guide. Added Starting Items and Weapons, addressing remaining points in Issue DeckofAdventures#33.
Added to the GM Guide: - Standard Currency Notes (Issue DeckofAdventures#102) - Item Costs - Armor - General Items - Tools (Issue DeckofAdventures#100) - Consumable Items
Created links in TOC Updated tables for items. Added Upgrading Items brief section with examples. Minor hard wrap fixes.
Adding initial PNG and .md for the DofA Development Timeline.
1. Added Bestiary 2. Refined narrative text 3. Updated encounters and descriptions after Playtest
Updated GM guide with TOC links, tables, refinements, across the areas that are not commented out in the TOC. Still more to be done to create a 'final' GM Guide, but the scope of what's covered here should be enough to move us into v1.0.0a4 once merged. |
Made proposed changes to the language in Player Guides around DR + Mod on Report after playtest feedback. Saving other issue resolution for Player Guides for a future PR that would move us from v1.0.0a4 to v1.0.0b1. |
Before merge and after approval, let's delete the comments currently in there that were resolved. |
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Finished review of changes to
- Player Guide Brief
- Player Guide Fill
- Contributing
Larger docs in subsequent review
1_Mechanics/01_PlayerGuide_Full.md
Outdated
bypassing AP. | ||
7. **Poisoned** At the start of their turn, as a Free Action, a Dealer makes a | ||
DR 3 Vitality Check to shake off the effects of the poison. On a failure, | ||
they discard a card. The Poisoned Status Condition can stack. |
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I recommend always saying "one" when instead of "a". Also, one card doesn't seem like much here. Much less significant than an HP.
they discard a card. The Poisoned Status Condition can stack. | |
they discard two cards. The Poisoned Status Condition can stack. |
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In my vision of this, the Poison Condition being able to stack is really what makes it dangerous here. If you get one level, sure discarding one card isn't too bad (plus the forced vitality check, plus if something else forces you to do that check at Lower Hand now it's 3 cards per round even at a 1 stack), but if a Dealer or multiple Minions/Environmental effects cause Poison and now you're at Poison (3) your stamina can start to drain FAST. If you think it would have more teeth starting at 2 cards discarded that works for me, and stacking adds 1 additional card per failed Vitality Check.
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Either way, it needs playtesting. For a playtesting philosophy, it might feel better to start harsher and ease off then start weaker and add
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Sounds good, I agree. I added it in a commit to start at 2 cards discarded and made it more explicit that each additional stack adds +1 card to the discard.
An Issue will be tagged as "Under Consideration", "In Development", "In | ||
Playtesting", and "Integrated" to establish where it is in the development | ||
cycle. Not all ideas will make it to the Integrated step, but every | ||
Contribution and comment from the Community is valued. |
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- What term do you want to use for "no thanks"? The GitHub default is "wontfix".
- Is "Integrated" needed? If something is closed and not labeled "wontfix", that means it's integrated.
An Issue will be tagged as "Under Consideration", "In Development", "In | |
Playtesting", and "Integrated" to establish where it is in the development | |
cycle. Not all ideas will make it to the Integrated step, but every | |
Contribution and comment from the Community is valued. | |
An Issue will be tagged as "Under Consideration", "In Development", or "In | |
Playtesting", to establish where it is in the development | |
cycle. Not all ideas will make it to the Integrated step, but every | |
Contribution and comment from the Community is valued. |
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I think if we're leveraging this for public community visibility we'll want something a bit softer than the default "wontfix". The goal here is visibility, and transparency, so if we want to go with closed and not labeled "no thanks" as the way of highlighting "Integrated" that's fine, we'll just want to make sure the community knows this is how it's resolved and indicated what's resolved versus what's being passed over/disregarded. I was envisioning some status to indicate it was merged into the main rules so we can go back to the Issue submitter and say "congrats, your Issue was [INTEGRATED]. You can view the closed issue [here]"
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That sounds less like issue labels and more like a public project board where someone can see how their issue is moving though the integration process
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Hm this might be worth discussing further in that case. Part of why setting it up as Issue labels made sense to me to start is because we will want to be driving community members to engage with Issues - to add comments, create new issues, and keep tabs on outstanding issues they're passionate about or interested in. If we create a public project board it may help for visualizing the development process, but driving people to view that project board feels more passive "hey go to the project board so you can check out what we're working on" versus saying "hey go to Issues, add comments and submit your own so the community can keep updating and refining the game".
Definitely open to a bigger discussion around how we want to approach this, I think starting with Issue labels and seeing how it goes from there might be a good starting point for heading into Beta, especially given that those issue labels can be folded into a project board for tagging/tracking in the future without us needing to make and maintain a full additional project board at this point when it might not be needed at this stage.
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Reviewed individual commits for edits related to changes from fork PR
Edits on newly added sections to follow
Regarding the comments on sections for
Just enough to run a level1 session in 30m, Good for words to |
Co-authored-by: Chris Brozdowski <[email protected]>
Co-authored-by: Chris Brozdowski <[email protected]>
Added Issue #103. |
When under the condition, discard two cards on a failed Check. Added explicit language about how stacking conditions adds 1 additional card discarded.
Adding Edits from @CBroz1 to GM Guide.
Updated Armor table to correspond with Player Guide and updated costs. Changed Tools to be profession-specific. Added Stat Block make your own section and updated Stat Blocks with recommended formatting. Minor fixes: - Removed comments - updated broken links - changed Major Success % chance to 6%.
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If you want to make your own custom creature, you can use the sample template provided below: | ||
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##### Name |
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Examples below are bold entity name. Change to reflect same here?
##### Name | |
**Name** |
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I think we can leave it as ##### h5 as originally stated, sorry I didn't update that in the last pass. Making a commit to update that now - I think we should stick with h5 as a naming convention in other docs for NPCs or stat blocks so we can render these specifically uniquely in the HTML/Website render side of things rather than bolding it.
Co-authored-by: Chris Brozdowski <[email protected]>
Major overhaul of GM Guide in progress. Working on following issues:
DR + Mod on report
make sense? #59 (adding in addressing this in the GM Guide, Player Guide Brief and Full)Other minor fixes include: