Notes and Ideas

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Revision as of 04:46, 7 August 2023 by Kurin (talk | contribs)

Trap Idea - Glyph of Warding trap that triggers a Bigby's Hand, which grabs someone and drags them back to the nearest entrance.

BBEG Idea - https://5e.tools/bestiary.html#mordakhesh_erlw

Sarseian Name Generator - https://unciastudios.com/sarsei/namer.anglicized.php



Creature/Object Sizes:

< 1' = minuscule

1' - 2' = tiny

2' - 4' = small

4' - 8' = medium

8' - 16' = large

16' - 32' = huge

32' - 64' = gargantuan

> 64' = colossal


Money system: 10c->10s->10g

Daily expenses: 3c * 3 meals + 2c lodging, or 1S per day long-term.

Farmland: 1.25s-7.00s per acre

Rifle: 2g

Mule: 5g

Horse: 2.5-10g

Full set of household tools: 7.5s


Apollo 13 Startup Sequence puzzle

Ammeter readout, X things to start up. Cannot go over Y amps. Things have running-amps and starting-amps.


Cost of 5e weapons: 1/10, *2 for equivalent price.

Guns are just 'Ranged weapons'


Melee: (1d4) extra elemental damage

Ranged: no ability score to damage, but get +1 damage

Sarseian Writing: L->R, R->L, L->R


"Unlicked Cub" - Rude, uncouth, ill-educated, unformed.



my biggest pieces of advice for combat encounters:

1. make encounters have more than 1 enemy, preferably 3 at least, because action economy heavily favors the side with more turns

1a. if you do run a single enemy, give them legendary actions and at least one legendary resistance

2. combats are at their best when there's some dynamic element to them, some obstacle besides the enemies themselves

3. it's often nice when there's a goal in a combat other than just death matching it. like, if you need to get a specific object, or something. you don't always have to do this, but it makes things more fun.

4. group enemies who use the same statblock together in initiative, it'll save a lot of headache


Language: Evidentiality verb suffixes https://www.youtube.com/shorts/vZcWlaOQ0bg