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<blockquote data-quote="Composer99" data-source="post: 9344602" data-attributes="member: 7030042"><p>Thanks for all the suggestions!</p><p></p><p>I've just finished magic weapons and armour, so I'm going to write up a few more magic items in each category and reconstruct the rituals. With the exception of some reference appendices (glossary and a few stat blocks), that will mean the "Tome of Rules" (think a rules cyclopedia/compendium) will be complete.</p><p></p><p>After that, I think I'll divide the project into three prongs for the rest of the summer and into the fall:</p><p>(1) Start getting playtest content online.</p><p>(2) Prototype adventurers and monsters to test combats. My intention is to use the MM3 math, and therefore to calibrate adventurer capabilities accordingly, but I do want to make sure the calibration is correct and that the adventurer abilities are both thematic and fun (for people who like the detailed cut-and-thrust of 4e-style combat, that is).</p><p>(3) Wrap up the "Tome of Rules".</p><p></p><p><strong>Magic Items</strong></p><p>Since I was reconstructing the magic items, I've adapted an idea that you can sort of see in 5e but is more plainly spelled out in the MCDM RPG, which is the idea that you get a cool magic item and then you can stick with it and it grows with you. Two implications of this concept are that cool weapons are available to be had early, but also that they have to have room to grow at higher levels.</p></blockquote><p></p>
[QUOTE="Composer99, post: 9344602, member: 7030042"] Thanks for all the suggestions! I've just finished magic weapons and armour, so I'm going to write up a few more magic items in each category and reconstruct the rituals. With the exception of some reference appendices (glossary and a few stat blocks), that will mean the "Tome of Rules" (think a rules cyclopedia/compendium) will be complete. After that, I think I'll divide the project into three prongs for the rest of the summer and into the fall: (1) Start getting playtest content online. (2) Prototype adventurers and monsters to test combats. My intention is to use the MM3 math, and therefore to calibrate adventurer capabilities accordingly, but I do want to make sure the calibration is correct and that the adventurer abilities are both thematic and fun (for people who like the detailed cut-and-thrust of 4e-style combat, that is). (3) Wrap up the "Tome of Rules". [B]Magic Items[/B] Since I was reconstructing the magic items, I've adapted an idea that you can sort of see in 5e but is more plainly spelled out in the MCDM RPG, which is the idea that you get a cool magic item and then you can stick with it and it grows with you. Two implications of this concept are that cool weapons are available to be had early, but also that they have to have room to grow at higher levels. [/QUOTE]
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