Changelog: Difference between revisions

From Epic Path
Jump to navigation Jump to search
No edit summary
Line 28: Line 28:
===3 Jan 2018===
===3 Jan 2018===
* All characters now gain natural talents in their Bailiwick and one additional skill at level 1, and gain additional natural talents at 11th, 21st, and 31st levels.  NOTE TO SUNDAY GAME: The party has already received a 'bonus' natural talent, which counts as the natural talent we would have received at level 11.  That is, until level 21, this change will not affect characters in the Sunday party.
* All characters now gain natural talents in their Bailiwick and one additional skill at level 1, and gain additional natural talents at 11th, 21st, and 31st levels.  NOTE TO SUNDAY GAME: The party has already received a 'bonus' natural talent, which counts as the natural talent we would have received at level 11.  That is, until level 21, this change will not affect characters in the Sunday party.
:* In addition, a rule has now been added to allow players to add a natural talent to a skill which is already a natural talent for them.  Such double-natural-talent skills no longer automatically fail on a natural 1, and can never fail by 5 or more, regardless of the target DC or the suckiness of the roll. See [[Natural Talent]] for details.  This is a boon for high-skill classes in particular, who may not want to remap very many of their skills, but is nice for any character that wants to deeply specialize in a skill.
* Several fear status conditions re-written to make running away considerably less mandatory.
* Several fear status conditions re-written to make running away considerably less mandatory.
* Epic bard feats (group inspiration, mass inspiration, colossal inspiration, epic inspiration) written, in light of recent changes to bard performances.
* Epic bard feats (group inspiration, mass inspiration, colossal inspiration, epic inspiration) written, in light of recent changes to bard performances.

Revision as of 16:52, 3 January 2018

This page will be used to log changes made to Epic Path which directly affect players in current campaigns. This will allow them to quickly determine if any changes have been made that concern them, without having to wade through hundreds of entries in the Recent Changes page.

This page will probably not contain detailed notes on what changes were made (or why). More often, it will only be a link to the updated page, or a very brief summary.

Changes to the game which have no impact on players in current campaigns will not be put here. Go to the recent changes page for that.

30 Nov 2017

  • updated Blind - added sections for non-targeting senses and natural blindness.
  • updated the Bard's Soothing Performance song, which now provides a pool of healing, instead of a fixed amount of fast healing.
  • Renamed Monster Templates to Monster Patterns. This was done to de-duplicate the game system from the wiki software.


2 Dec 2017

  • Spells:
  • removed See Alignment spell - breaks stories, and steps on paladin ability.
  • changed Ant Haul - only 10 lbs per caster level increased carry capacity instead of "triple".
  • Note: this may affect magic items in the party! You can either cash them in for what you paid, or update them to the new rules.

To Be Discussed With Players:

Talk:Spells

4 Dec 2017

Fixed Rattling Fist Feat to remove references to old Brawler.

14 Dec 2017

Added a "Bribes and Tips" section to the Money and Merchants page.

3 Jan 2018

  • All characters now gain natural talents in their Bailiwick and one additional skill at level 1, and gain additional natural talents at 11th, 21st, and 31st levels. NOTE TO SUNDAY GAME: The party has already received a 'bonus' natural talent, which counts as the natural talent we would have received at level 11. That is, until level 21, this change will not affect characters in the Sunday party.
  • In addition, a rule has now been added to allow players to add a natural talent to a skill which is already a natural talent for them. Such double-natural-talent skills no longer automatically fail on a natural 1, and can never fail by 5 or more, regardless of the target DC or the suckiness of the roll. See Natural Talent for details. This is a boon for high-skill classes in particular, who may not want to remap very many of their skills, but is nice for any character that wants to deeply specialize in a skill.
  • Several fear status conditions re-written to make running away considerably less mandatory.
  • Epic bard feats (group inspiration, mass inspiration, colossal inspiration, epic inspiration) written, in light of recent changes to bard performances.