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.