Planning Meeting 1

From Full Metal Alchemist d20

These are the notes from my planning meeting with Eric and Ruby. Notes that have already been refactored are in italics.

  • Eberron warforged a good example for spirit-bound armor Races
  • Techniques/nouns as skills along the lines of craft (x) skills. Craft blade. Craft person. Come up with a set a set of skills... architecture. engineering. metalworking. The greater specificity, the greater diversity of resulting character skills
  • different classes of alchemist ... feats-based soldier-type alchemist (Roy, Kimblee, Armstrong); researchers (Shou tucker, Marcoh) who manipulate very fine detailed things. feats are trick-based, like the glove. Researchers get skill focii, which let you get very specialized classes
  • feats: gate feat ... doesn't get you much or costs you (d off the ability score), but gives you access to things like spirit-binding, soul transfer, circle-free transmutation feats
  • bonuses for time spent drawing the circle... default is a standard action, and each step up from that (full, minute, etc) knocks points off the DC. Or, anything requiring a craft check takes time. alchemy
  • classes: mechanic. create auto-mail. Alchemist-Researcher (prestige class?), Alchemist-soldier (access to combat feats, fewer skill points), Alchemist-Adventurer (most skill points, broadest selection, no access to special combat feats classes
  • Iron Kingdoms rules for mechanical limbs... 10 str/8 dex... more cost, more str/dex. add features like a magical item, make a list automail
  • chimaeras as a PC race... shifter race in Eberron ... shifter-specific feats. Or make them a creature template that can become a class, Wild Races-style, and feats that are available thereby races
  • Red stuff has points, points can be spent on lowering DC; point-costs for reducing/waiving material requirements; alchemy, Alchemical Items
  • superb raw materials/ordinary materials/shoddy materials alchemy
  • break alchemy process alchemy
  • feat which increases the amount you can transmute feats
  • feat: elemental affinity. +2 or +3 to all involving that element, or +1 die w/that element feats
  • standard DC table for volume... standard D&D sizes w/DCs alchemy
  • Anything that requires element can be spontaneous, anything that requires a craft is formulaic, and circle-free transmutation effectively makes all your formulaic spontaneous alchemy, feats
  • some skills that are shape element (element) and craft (thing). OR, shift all the spontaneous stuff toward feats and leave the detailed stuff to skill checks skills
  • magical items: red stone. tattoo. circle-bound item Alchemical Items, Equipment
  • healing ... feat with skill (craft biology) requisite? the direction the sewing-life alchemist could have gone in, and which dr. marcoh feats
  • Trees in elements for fighter-types... elements have linear progression, plus cross-over (paraelemental) feats
  • rogue to-hit progression classes
  • spontaneous/feat-based: create shelter. hardness 10, 5 hp barrier as full-round action feats
  • tier 1
    • elemental attack feat. d6 /lvl
  • tier 2
    • elemental shield
  • tier 3
    • fireball
  • para-elemental

For adventurer-types

  • fighter to-hit progression classes

Mechanic

  • craft auto-mail

Scoundrel (Hughes)

  • classic rogues
  • (better lucky than good)
  • diplomat/gather info

Soldier class (Mustang's retinue)

  • fighter bonus-feats, fighter Hit die, weapons proficiencies,
  • weapons specialist (firearms)
  • chimaera hand-to-hand
  • soul-bound