Talk:Epic Path: Difference between revisions
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==metamagic changes== | |||
* if you know the feat, the casting time is not increased, only the spell level is increased. | |||
* if you are using a rod, the casting time is increased to a full round action. Exception is quicken rods, which cost a move action (instead of a swift). | |||
:* if the spell isn't a standard action and you're using a rod that isn't quicken, it's still a full round action. This means rods aren't useful for some of the weird fast spells (like bungle), but feats are still quite viable. | |||
Overland travel rules (random encounter skill checks) | ==add skill challenge page== | ||
* rules for group skill checks | |||
:* Overland travel rules (random encounter skill checks) | |||
:* party stealth | |||
:* crossing through a (known-to-be-)trapped area safely | |||
:* update the ambush rules for players to be a group skill check? | |||
* rules for actual skill challenges | |||
:* crossing a field of fire geysers | |||
:* a bar brawl | |||
:* a chase through a city on carriages | |||
:* disarming an elaborate trap | |||
:* abandoning a sinking ship | |||
:* defending a besieged castle | |||
:* besieging a castle | |||
==downtime rules== | |||
* shopping takes 1 day per 4 items purchased. (barter check for more items per day) | * shopping takes 1 day per 4 items purchased. (barter check for more items per day) | ||
* adding spells to spell book (1 day per spell level) | * adding spells to spell book (1 day per spell level) | ||
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* besiege (1 to 12 days, based on settlement size; probably need some rules for sieges? they're usually much longer than this) (warfare) | * besiege (1 to 12 days, based on settlement size; probably need some rules for sieges? they're usually much longer than this) (warfare) | ||
:* should we add the 'augmented metamagic' suggestion on the [[Talk:Character_Retraining|talk page]] to the list of retraining options? Is it too powerful? | |||
==Highest Priority Things To Do== | |||
* spells pass - rebalance / retool all spells; cut out really terrible / useless spells | |||
* printable character sheet, with worksheets to calculate everything. | * printable character sheet, with worksheets to calculate everything. | ||
* | * update monster rules to state clearly that they can never have more than one (stateful) condition on them at a time. | ||
:* | :* If a player uses an ability which would apply a new condition on a monster that already has one, the ability deals any damage as normal, and the player can choose whether to apply the new condition (replacing the old one) or leaving the old one in place. | ||
* | * create new monsters for CR's 18 through 25 | ||
* | * racial abilities - normalize what levels you (might) improve your racial abilities, and add it into the class tables | ||
* legendary skills as super-powers | * legendary skills as super-powers | ||
* review [[Icy Prison (Spell)]] and [[Icy Prison, Mass (Spell)]]. Too powerful for being the same caster level as Hold Person, but good flavor. | |||
* | |||
* | * add some notes to the [[Spells]] page, regarding GM's adjudicating 'fluff' vs 'crunch'. | ||
:* Specific examples are direct damage (crunch) vs. illusions (fluff). | |||
:* Rules for bonuses from fluff which give general 'not to exceed' values. | |||
::* plus for caster level (+1 to +3), and plus for creativity (+1 to +2). | |||
* Add Linguistics skill use for 'Identify Accent' to determine ethnicity or origin of a speaker. | * Add Linguistics skill use for 'Identify Accent' to determine ethnicity or origin of a speaker. | ||
* Add Knowledge (Local) skill use for 'shopping' to determine how many magic items you can purchase in a single full day. | |||
* create a bunch of magic items that are useful for pure caster classes, to give them something to spend money on. | * create a bunch of magic items that are useful for pure caster classes, to give them something to spend money on. |