Difference between revisions of "D20 Mechanics"
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; [[d20 Mechanic: Feats|Feats]] : Incremental abilities that can improve your existing abilities or grant you new ones, you gain feats as you gain levels. | ; [[d20 Mechanic: Feats|Feats]] : Incremental abilities that can improve your existing abilities or grant you new ones, you gain feats as you gain levels. | ||
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+ | ; [[d20 Mechanic: Skills|Skills]] : Skills are small abilities that let you interact with the world in sensible, mundane ways. | ||
; [[d20 Mechanic: Equipment|Equipment]] : Part of being a successful adventurer is your kit; these mechanics explore how weapons, armor, and other pieces of equipment work, as well as rules for encumbrance and the like. | ; [[d20 Mechanic: Equipment|Equipment]] : Part of being a successful adventurer is your kit; these mechanics explore how weapons, armor, and other pieces of equipment work, as well as rules for encumbrance and the like. |
Latest revision as of 13:52, 1 November 2017
The d20 System is, at this point, very old. Much of the mechanics have been gone over again and again by designers both profession and amateur, and many places for improvements, modifications, or - sometimes - even complete retoolings have been located.
In the course of Trinity's evolution, many aspects of the d20 System have come to my attention and been modified in some fashion, to make it either better function mechanically or to better suit the world itself. Mechanics and flavor are constant reflections of each other, and what happens in one must be taken into account in the other: thus, as the nature of Trinity has evolved, so, too, has the system been modified to reflect those changes.
At this point in Trinity's history, we are beginning to see a massive departure from core d20 mechanics. While Trinity has always been home to more to a wide variety of mechanical modifications to our system of choice, it is only now that we are beginning to see true departures: overhauls of how magic items work, changes in how saves work, and - finally - a class design paradigm that has been around sufficiently long enough that the vast majority of the classes in Trinity operate under it.
To assist players in understanding these changes, the wiki now serves an additional purpose: all the rules you need to play in Trinity will be here, on the wiki, rather than scattered throughout a number of online locations. The wiki will become the de facto source for all games set in Trinity, with references to outside material cut to a minimum, if not removed entirely. The Trinity Wiki will be the home of a self-sufficient d20-derived game system.
While it would seem that doing so will make it harder to bring in new players, it will - in fact - make it easier: if a player new to Trinity can be directed to the wiki and see exactly where all the differences are, that will make their integration into Trinity games that much easier. To that end, the d20 section of the wiki will be undergoing format changes in order to mirror the more popular online sources for d20 material, so that new folk will at least have an idea of where to look for relevant rules changes.
Contents
- Abilities
- The fundamental building blocks of a character. Trinity uses nine standard ability scores.
- Character Advancement
- This section explains how leveling works, how Force items provide bonuses, and how multiclassing works.
- Races
- Race is an important aspect of your character, and helps define your abilities. The worlds of Trinity are populated by a great many peoples, and each of them excel in different tasks.
- Classes
- Your class is your adventuring profession, and can also say quite a bit about your character's personality.
- Feats
- Incremental abilities that can improve your existing abilities or grant you new ones, you gain feats as you gain levels.
- Skills
- Skills are small abilities that let you interact with the world in sensible, mundane ways.
- Equipment
- Part of being a successful adventurer is your kit; these mechanics explore how weapons, armor, and other pieces of equipment work, as well as rules for encumbrance and the like.
- Combat
- An overview of how combat in Trinity works.
- The Forces
- A explanation of what the nine Forces are, and how they work in Trinity.
- Background Skills
- This section discusses background skills, abilities that might not have an impact on play but are still useful for rounding out who your character is as an individual.
- Miscellany
- Miscellaneous mechanics that don't necessarily belong to any other category for the time being.
Old Content
This stuff used to be here...
- Languages
- Prime Attributes
- Techniques (as used by the karateka)
- Tick-Based Initiative (as inspired by Journey)
- Racial and Regional Classes
- Infravision (WIP)
- The Impossible
- Healing Surges
- Status Effects (WIP)
- Back to Main Page