Talk:Epic Path: Difference between revisions
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I'm leaning that way as well. It costs a feat to even try it, and promotes party coordination. I'm a little worried about having indiscriminate attacks at all, though, since the player damage scales so aggressively. But I suppose if an immature/griefing player wants to be a jerk, there's no real way to stop it. | I'm leaning that way as well. It costs a feat to even try it, and promotes party coordination. I'm a little worried about having indiscriminate attacks at all, though, since the player damage scales so aggressively. But I suppose if an immature/griefing player wants to be a jerk, there's no real way to stop it. | ||
sounds good. we leave fireball damage alone, in light of selective spell changes. | |||
should we play with damage types a little? for example, should 'nascent' damage heal plants, the way negative energy can heal undead? or will making odd rules about different damage types just overly complicate things? | should we play with damage types a little? for example, should 'nascent' damage heal plants, the way negative energy can heal undead? or will making odd rules about different damage types just overly complicate things? | ||
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I've been thinking this over, and i'm torn. nascent damage SHOULD be like negative energy and have different effects on plants, darn it. but we've already gone the other way with positive and negative, a little, so I'm not excited to make this messier. I vote nope, damage is damage and no more complicated effects, unless the DM wants to rule otherwise. | I've been thinking this over, and i'm torn. nascent damage SHOULD be like negative energy and have different effects on plants, darn it. but we've already gone the other way with positive and negative, a little, so I'm not excited to make this messier. I vote nope, damage is damage and no more complicated effects, unless the DM wants to rule otherwise. | ||
sounds good, let's leave damage types alone, keep them simple. | |||
* alignment-based damage: should this still be a thing? If so, does it need a damage type for each alignment? If so, what rarity are those? | * alignment-based damage: should this still be a thing? If so, does it need a damage type for each alignment? If so, what rarity are those? | ||
does the ethos of the inficter over ride the type of damage? IE, good-sourced fire damage. is it energy or what? I'm voting we remove this rider, it enormously complicates matters. this means a change to monks, paladins, and some monsters, though | does the ethos of the inficter over ride the type of damage? IE, good-sourced fire damage. is it energy or what? I'm voting we remove this rider, it enormously complicates matters. this means a change to monks, paladins, and some monsters, though | ||
I'm TOTALLY in favor of either eliminating alignment-based damage, OR making it a damage type (physical?) unto itself. I lean towards eliminating it, as it's frankly a little dull. Spindle damage is much more evocative than Evil damage. Evil damage? WTF is that, anyway? | |||
==Breaking things== | ==Breaking things== | ||
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==mana- | ==mana-burning== | ||
* allow mana burning to increase save DC's? | |||
* scrolls can be used as fuel as well? | * scrolls can be used as fuel as well? | ||
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* 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. | |||
:* needs modifier for 'speed shopping' | |||
* 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. | ||
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:* three failed saves equals death | :* three failed saves equals death | ||
* create a dr type for only penetrated by | |||
* update spells page: | * update spells page: | ||
:* when we update bonus types, many sections, but in particular the 'stacking effects' section, will need updated | :* 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). | :* 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). | ||
::* if we're getting rid of descriptors, we should have a talk about 'Mind-Affecting'. This is all over the place (Bard, in particular), and will have wide-reaching effects if we want to remove it. | |||
* add some notes to the [[Spells]] page, regarding GM's adjudicating 'fluff' vs 'crunch'. | * add some notes to the [[Spells]] page, regarding GM's adjudicating 'fluff' vs 'crunch'. | ||
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::* this increase would (maybe) get blown away if/when the haversack gets upgraded, so it's a short-term means of bridging the gap to the next haversack model. | ::* this increase would (maybe) get blown away if/when the haversack gets upgraded, so it's a short-term means of bridging the gap to the next haversack model. | ||
::* would need to make it more expensive to tack on enough bags of holding to bring the haversack up to the next equivalent weight class. | ::* would need to make it more expensive to tack on enough bags of holding to bring the haversack up to the next equivalent weight class. | ||
== Bonus Types == | == Bonus Types == | ||
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:* Quenched Siegemetal - max absolute bonus of +14 (28-10) | :* Quenched Siegemetal - max absolute bonus of +14 (28-10) | ||
:* Forged Siegemetal - max absolute bonus of +18 (35-10) | :* Forged Siegemetal - max absolute bonus of +18 (35-10) | ||
* | * need a damage type for 'non-magical'? rare physical? | ||
or just skip this; not sure we need it | |||
== Skill Challenges == | == Skill Challenges == | ||
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==character sheet changes== | ==character sheet changes== | ||
* bailiwick skill ranks granted to associated knowledge skill | * bailiwick skill ranks granted to associated knowledge skill | ||
* add button functions from Rick's sheet | * add button functions from Rick's sheet |