Talk:Epic Path: Difference between revisions

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__NOTOC__
__NOTOC__
==Highest Priority Things To Do==
* create new monsters for CR's 17 through 25
* spells pass - rebalance / retool all spells; cut out really terrible / useless spells
* review equipment bonuses to skills: e.g. masterwork tools, thieves' tools
* Add definition of triggered free action
* review 'breaking objects' page, in light of changes to vehicle combat and removal of abstract encounters rules
* siege weapons - how do they work with the vehicle combat rules?
** unless we want siege weapons to continue to be cumulative forces, though it seems like people hated all the dice rolling of the abstract encounters
** right now, vehicles will never penetrate heavy defenses and fortifications; the target DC's are way too high, as are many of the durabilities
* add weights for all doors and such on the 'breaking objects' page, for purposes of the Might skill.
* Make traps more interesting/fun
* Redo analysis pass for all character classes
** I'd like to revisit the Brawler's restriction on magic weapons (e.g. Amulet of Mighty Fists). Why? (I forgot)
* feats:
** Warlord - more formation dice
** Ranger - more quarry dice
** Ranger - better traps (better action economy, use against an occupied space)
** Prowler - improve save DC for encroaching jolt?
** add a feat to allow "deny saving throw" under [[Heal]] to be non-provoking, and take only a move action (no bonus to check)
** Update/Remove any feats which apply to abstract encounters
** Review barbarian feats again
** Fighter - able to challenge one additional target each round
==Notes==
* rework Epic Inspiration feats (Inspiration, Colossal/Epic/Group/Mass/Excellence) in light of Bard Performance changes.
* change death checks to fort save, dc equal to negative hit point total.
:* three failed saves equals death
* create a dr type for ‘mundane/non-magic’
* consider revisiting the 9 fear status conditions to get rid of "running" as a result.
* update spells page:
:* review counterspell section
:* special spell effects section, bringing back the dead, refers to negative levels - needs updated
:* if/when we update bonus types, many sections, but in particular the 'stacking effects' section, will need updated
:* descriptor section - should probably be simplified. Monsters don't use many descriptors (we may change this, but for now, it's not widely used, which is a nerf to many abilities which rely on a particular descriptor being present).
* consider calling out a "Rogues Cheat!" class feature for rogues, which spells out that they always do at least half damage against creatures immune or hardened to precision damage, and they can always flank creatures, even if they cannot normally be flanked.
* [[Perform]]: performance complexity - clarify to setting the CR of the song
** same for entertaining an audience
* converting ammo into templates (necessary?)
* converting magic properties - implements / armor / shields into templates
* defining equipment
* update poisons page to new format
* update diseases page to new format
* magic item crafting rules are only halfway re-written
** need to update rules for magic enchantment of projectile weapons, but not ammo
* continue writing Cosmology of Creation page
* need a page for bonus types, to allow all those broken links to point somewhere.
* need to update / create page for monster types and subtypes.
** need to review any broken links to subtypes that we don't actually want to define (e.g. azata)
==blood magic==
==blood magic==
* blood magic - a form of deep magic (true dweomers?) which, in addition to requiring a high level spell slot to cast, also requires a significant hit point cost from its caster.Β  However, this hit point cost can also be paid from the blood of nearby recently-dead creatures, helpless creatures, or willing creatures.Β  Β 
* blood magic - a form of deep magic (true dweomers?) which, in addition to requiring a high level spell slot to cast, also requires a significant hit point cost from its caster.Β  However, this hit point cost can also be paid from the blood of nearby recently-dead creatures, helpless creatures, or willing creatures.Β  Β 
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Β  So, I agree that this approach would integrate the concept of a short rest into the game in a compelling enough way to make players care about it (instead of having an orphaned mechanic that only a couple of classes care about).Β  However, I guess my question is, do we actually want to add this mechanic throughout the game? I thought we didn't, unless it was strictly necessary... My suggestion is we could find another way to approach this without creating / integrating a short rest mechanic.Β  For example, the [[Fatigued]] condition is ended by sitting or lying down for 15 minutes.Β  This is identical to the idea of a short rest, but doesn't actually create a mechanic for a short rest.
Β  So, I agree that this approach would integrate the concept of a short rest into the game in a compelling enough way to make players care about it (instead of having an orphaned mechanic that only a couple of classes care about).Β  However, I guess my question is, do we actually want to add this mechanic throughout the game? I thought we didn't, unless it was strictly necessary... My suggestion is we could find another way to approach this without creating / integrating a short rest mechanic.Β  For example, the [[Fatigued]] condition is ended by sitting or lying down for 15 minutes.Β  This is identical to the idea of a short rest, but doesn't actually create a mechanic for a short rest.
==Notes==
* rework Epic Inspiration feats (Inspiration, Colossal/Epic/Group/Mass/Excellence) in light of Bard Performance changes.
* change death checks to fort save, dc equal to negative hit point total.
:* three failed saves equals death
* create a dr type for ‘mundane/non-magic’
* consider revisiting the 9 fear status conditions to get rid of "running" as a result.


==Pets==
==Pets==
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*** quenches of oil, water, brine, blood for +to-hit
*** quenches of oil, water, brine, blood for +to-hit
*** tempers of single, triple, and seven-fold for +base damage
*** tempers of single, triple, and seven-fold for +base damage
==stuff to update==
* spells page:
:* review counterspell section
:* special spell effects section, bringing back the dead, refers to negative levels - needs updated
:* if/when we update bonus types, many sections, but in particular the 'stacking effects' section, will need updated
:* descriptor section - should probably be simplified. Monsters don't use many descriptors (we may change this, but for now, it's not widely used, which is a nerf to many abilities which rely on a particular descriptor being present).
* consider calling out a "Rogues Cheat!" class feature for rogues, which spells out that they always do at least half damage against creatures immune or hardened to precision damage, and they can always flank creatures, even if they cannot normally be flanked.
* [[Perform]]: performance complexity - clarify to setting the CR of the song
** same for entertaining an audience
==Started But Unfinished Stuff==
* converting ammo into templates (necessary?)
* converting magic properties - implements / armor / shields into templates
* defining equipment
* update poisons page to new format
* update diseases page to new format
* magic item crafting rules are only halfway re-written
** need to update rules for magic enchantment of projectile weapons, but not ammo
* continue writing Cosmology of Creation page
* need a page for bonus types, to allow all those broken links to point somewhere.
* need to update / create page for monster types and subtypes.
** need to review any broken links to subtypes that we don't actually want to define (e.g. azata)


== Siegemetal Alloys==
== Siegemetal Alloys==
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* add button functions from Rick's sheet
* add button functions from Rick's sheet
* start listing out the possible moving parts relevant to combat in the buffs and debuffs tab
* start listing out the possible moving parts relevant to combat in the buffs and debuffs tab
==Highest Priority Things To Do==
* create new monsters for CR's 17 through 25
* spells pass - rebalance / retool all spells; cut out really terrible / useless spells
* review equipment bonuses to skills: e.g. masterwork tools, thieves' tools
* Add definition of triggered free action
* review 'breaking objects' page, in light of changes to vehicle combat and removal of abstract encounters rules
* siege weapons - how do they work with the vehicle combat rules?
** unless we want siege weapons to continue to be cumulative forces, though it seems like people hated all the dice rolling of the abstract encounters
** right now, vehicles will never penetrate heavy defenses and fortifications; the target DC's are way too high, as are many of the durabilities
* add weights for all doors and such on the 'breaking objects' page, for purposes of the Might skill.
* Make traps more interesting/fun
* Redo analysis pass for all character classes
** I'd like to revisit the Brawler's restriction on magic weapons (e.g. Amulet of Mighty Fists). Why? (I forgot)
* feats:
** Warlord - more formation dice
** Ranger - more quarry dice
** Ranger - better traps (better action economy, use against an occupied space)
** Prowler - improve save DC for encroaching jolt?
** add a feat to allow "deny saving throw" under [[Heal]] to be non-provoking, and take only a move action (no bonus to check)
** Update/Remove any feats which apply to abstract encounters
** Review barbarian feats again
** Fighter - able to challenge one additional target each round


==Lower Priority Things To Do==
==Lower Priority Things To Do==

Revision as of 21:26, 2 January 2018