Goal: a weapon and armor system with real choices, basic gear, and a clean, tiered feat catalog.
Equipment
- Define money and starting wealth → Equipment
- Write a weapon table: damage, damage type, properties → Weapons and Techniques
- Write every weapon technique (Cleave, Graze, Topple, Push, Nick, Flex, Vex) → Weapons and Techniques
- Define [ART] and the proficiency / expertise / mastery split → Weapons and Techniques
- Define the Loading, backswing and forceful properties
- Write the armor table: light, heavy, bespoke (medium is being removed) → Armor
- Write bespoke weapons and armor rules
- Write an adventuring gear list, including first aid and herbalism kits
- Write potion rules (swig for a roll, 2 actions for max) and a starter item list → Potions and Elixirs
- Confirm healing potion amounts and prices → Potions and Elixirs
- Write trade resources and crafting → Equipment
- Decide on shields and super heavy armor → Armor
Feats
- Write the Origin, Lineage, Base Class, Subclass and Prestige feat categories → Feats
- Design feats that level up and feat trees (4 feats max per tree) → Feats
- Assign a tier to every feat
- Resolve the duplicate feats: Rapid Reload, Sharpshooter, War Caster, Power Attack vs Ferocity → Skill Feats
- Write rules text for the name-only feats, or cut them → Skill Feats
- Finish the Tier 1 general feats (Healer, Lucky, Skilled, etc.) → General Feats
- Choose feat category icons
Exit criteria
- A player can equip a character and choose feats at every tier from the wiki alone.