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  • ...ated with characters in Lotharie. Most ancelari also wield guns of unusual design, which they brought with them from whence they came.
    8 KB (1,291 words) - 17:29, 28 December 2006
  • ==Design Notes==
    11 KB (1,876 words) - 10:32, 12 October 2017
  • ...with which to work, as well as firmly defining and possibly expanding the design space available for melee classes and abilities.
    2 KB (262 words) - 05:52, 2 February 2008
  • ==Design Notes==
    34 KB (4,757 words) - 16:47, 10 February 2016
  • This page discusses the theory and design of the combat math behind t20. The second question is more difficult, and involves some design decisions made elsewhere in the system. Unlike 4e, t20 actually supports us
    9 KB (1,650 words) - 10:54, 6 December 2017
  • ...covered two rooms of note: in one, there was a cache of weapons of unusual design - various swords and guns; in the other, they found an akashic stone, set o
    54 KB (9,182 words) - 12:00, 18 February 2008
  • '''Swords of My Father: Design and Manufact''' - Inigo Montoya (''Ronkan'')
    9 KB (1,548 words) - 05:39, 17 October 2010
  • ...ses need retooling. Thus, I began the conceptual work on a new melee class design theory. ...s not only for the Forces themselves, but also in the world of melee class design. The basic theory is rather simple (though it does get more complicated lat
    5 KB (875 words) - 04:25, 8 January 2008
  • ...ingle mechanic, introducing the ideas of symmetry to monster and character design, as well as providing new and interesting ways for characters to differenti ...aws: a major decrease in support for simulationist play, across the board. Design decisions are made from the gamist point of view, and this decision is refl
    64 KB (9,940 words) - 05:49, 4 April 2009
  • Any social encounter system is going to be very "open design"-esque, because it has to be in order to foster roleplaying. So some aspect
    12 KB (1,877 words) - 05:43, 4 April 2009
  • ..., you will see a game that is easy to learn and easy to play. It is a good design, don't misunderstand; but it is missing something. I could be witty and say ...hat much more important to you, and the fragility of characters is part of design: heroism is truly ''heroic'', in ''Journey'', and when someone calls you by
    14 KB (2,378 words) - 12:08, 13 November 2009
  • ...euvers and arcane spells. The JP system is a point-based approach to class design, and rather than the designer telling you where those points are spent, the JP is a possible way to implement a more free-form class design, while still maintaining the class system.
    18 KB (2,928 words) - 05:51, 4 April 2009
  • ...wards moogles, with whom they compete for work in the new field of airship design and repair. While this animosity usually takes the form of intense yet frie ...r perhaps you seek to make improvements on existing designs, or maybe even design new vehicles wholecloth. In recent years, moogles have begun constructing a
    37 KB (6,262 words) - 00:31, 3 September 2008
  • ...o umbra'' does not adhere to current ''memento'' rules - it follows the 4e design philosophy.
    6 KB (843 words) - 16:20, 26 April 2008
  • ...omething you specifically set out to engineer). Failure indicates that the design is not as workable as you thought it was: if your result is less than half
    6 KB (972 words) - 16:18, 4 April 2009
  • ===Monster Design=== There is much concern about monster and encounter design. A few ideas - such as monster disciplines - have been tossed about, and mo
    30 KB (5,174 words) - 01:31, 20 March 2014
  • Despite possible inclinations to the contrary, the holy grail of spell design - a workable, mechanically-solid set of seeds that can be plausibly and eas
    44 KB (7,193 words) - 14:32, 4 April 2009
  • =Martial Class Design= ...ll-defined in the past, and others still need a bit of work to fit into my design paradigm. But I think I've finally got the basics. Don't worry if these wor
    35 KB (5,485 words) - 14:07, 24 July 2017
  • ...lier steps or higher levels of design inform the latter or lower-levels of design. This is what enables the terrain generated by this system to be sensible.
    4 KB (599 words) - 15:04, 26 October 2008
  • These creatures, and this concept, is my own design.
    6 KB (956 words) - 10:57, 21 October 2012

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