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== Introduction ==
== Introduction ==
* [[Right, What's All This, Then?]]
* [[Right, What's All This, Then?]]


== Core Rules and New Rules ==
== Core Rules and New Rules ==
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* [[Money and Merchants]]
* [[Money and Merchants]]
* [[Status Conditions]]
* [[Status Conditions]]


== To Do ==
== To Do ==
[[Things That Still Need More Development]]
[[Things That Still Need More Development]]


== Campaign Settings ==
== Campaign Settings ==
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* [[The Windward Marches]] - Monday Night Game
* [[The Windward Marches]] - Monday Night Game
* <Unknown> - Sunday Game
* <Unknown> - Sunday Game


== Races ==
== Races ==
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* [[Fane Dar (Epic Path)|Fane Dar]] - Humans whose ancestors commingled with Spirits (think Princess Mononoke), powerfully strong, with a matriarchal society.
* [[Fane Dar (Epic Path)|Fane Dar]] - Humans whose ancestors commingled with Spirits (think Princess Mononoke), powerfully strong, with a matriarchal society.
* [[Human (Epic Path)|Human]] - Humans are the dominant race, and have been tweaked to be more competitive with the other races.
* [[Human (Epic Path)|Human]] - Humans are the dominant race, and have been tweaked to be more competitive with the other races.


== Classes ==
== Classes ==
* [[Alchemist]]: Fairly complex to design, fairly complex to play.  Alchemists have a huge array of abilities, and you have to choose where to spend your resources.
* [[Alchemist]]: Fairly complex to design, fairly complex to play.  Alchemists have a huge array of abilities, and you have to choose where to spend your resources.
:* [[ Alchemist Discoveries ]]
** [[ Alchemist Discoveries ]]
 
* [[Barbarian]]: Modestly complex to design, stone-simple to play.
* [[Barbarian]]: Modestly complex to design, stone-simple to play.
:* [[ Barbarian Rage Powers ]]
** [[ Barbarian Rage Powers ]]
 
* [[Bard]]: Simple to design, complex to play.
* [[Bard]]: Simple to design, complex to play.
* [[Brawler]]: Intentionally designed as a simple class to play, but a challenging class to play well.
* [[Brawler]]: Intentionally designed as a simple class to play, but a challenging class to play well.
* [[Cleric]]: Fairly simple to design, but complex to play, like all casters, and has a much stronger melee focus as well.
* [[Cleric]]: Fairly simple to design, but complex to play, like all casters, and has a much stronger melee focus as well.
* [[Druid]]: Can be very complex to design and very complex to play.
* [[Druid]]: Can be very complex to design and very complex to play.
* [[Fighter]]: By far the most complex melee class to design and quite challenging to play, but can accommodate almost any play-style.
* [[Fighter]]: By far the most complex melee class to design and quite challenging to play, but can accommodate almost any play-style.
:* [[ Fighter Tactics ]]
** [[ Fighter Tactics ]]
 
* [[Monk]]: A simple class to design, there's very little beyond feats and skills to pick out.
* [[Monk]]: A simple class to design, there's very little beyond feats and skills to pick out.
* [[Paladin]]: Fairly simple to play and run, and can even serve as a capable backup healer.
* [[Paladin]]: Fairly simple to play and run, and can even serve as a capable backup healer.
* [[Prowler]]: Fairly simple to design, but challenging to play.
* [[Prowler]]: Fairly simple to design, but challenging to play.
* [[Ranger]]: Moderately complex to design, but easy to play.
* [[Ranger]]: Moderately complex to design, but easy to play.
* [[Rogue]]: Complex to design, and moderately challenging to play.
* [[Rogue]]: Complex to design, and moderately challenging to play.
:* [[ Rogue Talents ]]
** [[ Rogue Talents ]]
 
* [[Sorcerer]]: Modestly complex to design, but challenging to play. Resource rationing is key.
* [[Sorcerer]]: Modestly complex to design, but challenging to play. Resource rationing is key.
* [[Warlord]]: Simple to design and simple to play, though nuanced play is rewarded.
* [[Warlord]]: Simple to design and simple to play, though nuanced play is rewarded.
* [[Wizard]]: Moderately complex to design, but very challenging to play. Anticipating and preparing the right spells is tough.
* [[Wizard]]: Moderately complex to design, but very challenging to play. Anticipating and preparing the right spells is tough.


== New and Modified Spells ==
== New and Modified Spells ==
* [[ Spells ]]
* [[ Spells ]]


== Weapons, Armor and Equipment ==
== Weapons, Armor and Equipment ==
* [[Weapon Skill Size Handiness|Weapon Skill, Size and Handiness]]
* [[Weapon Skill Size Handiness|Weapon Skill, Size and Handiness]]
* [[Weapon Properties]]
* [[Weapon Properties]]
:* [[Unarmed and Light Melee Weapons]]
** [[Unarmed and Light Melee Weapons]]
:* [[1-Hand Melee Weapons]]
** [[1-Hand Melee Weapons]]
:* [[2-Hand Melee Weapons]]
** [[2-Hand Melee Weapons]]
:* [[Ranged and Thrown Weapons]] - and ammo
** [[Ranged and Thrown Weapons]] - and ammo
:* [[Armor and Shields]]
** [[Armor and Shields]]
:* [[Equipment]]
** [[Equipment]]
 


== Magic Items ==
== Magic Items ==
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* [[Dweomermetals And Other Special Materials]]
* [[Dweomermetals And Other Special Materials]]
* [[New Magic Items]]
* [[New Magic Items]]


== Bestiary ==
== Bestiary ==
* [[Bestiary]]
* [[Bestiary]]
:* [[Monster Types]]
** [[Monster Types]]
:* [[Monster Roles]]
** [[Monster Roles]]
:* [[Monster Stat Comparison]]
** [[Monster Stat Comparison]]
:* [[Blank Monster Blueprints]]
** [[Blank Monster Blueprints]]
:* [[New Templates]]
** [[New Templates]]
 


== Statistical Nerdery ==
== Statistical Nerdery ==

Revision as of 23:10, 21 April 2014

Introduction

Core Rules and New Rules

To Do

Things That Still Need More Development

Campaign Settings

Races

These are races for Todd's Celegia campaign, and are not playable in Reese's Fane campaign. However, we're putting them on this page to keep all the Epic Path stuff in one place, and to also garner feedback. Please let us know what you think.

  • Arrakanza - A race of savage nomads living in the grass sea, known for their speed and fondness for pain.
  • Fane Dar - Humans whose ancestors commingled with Spirits (think Princess Mononoke), powerfully strong, with a matriarchal society.
  • Human - Humans are the dominant race, and have been tweaked to be more competitive with the other races.

Classes

  • Alchemist: Fairly complex to design, fairly complex to play. Alchemists have a huge array of abilities, and you have to choose where to spend your resources.
  • Barbarian: Modestly complex to design, stone-simple to play.
  • Bard: Simple to design, complex to play.
  • Brawler: Intentionally designed as a simple class to play, but a challenging class to play well.
  • Cleric: Fairly simple to design, but complex to play, like all casters, and has a much stronger melee focus as well.
  • Druid: Can be very complex to design and very complex to play.
  • Fighter: By far the most complex melee class to design and quite challenging to play, but can accommodate almost any play-style.
  • Monk: A simple class to design, there's very little beyond feats and skills to pick out.
  • Paladin: Fairly simple to play and run, and can even serve as a capable backup healer.
  • Prowler: Fairly simple to design, but challenging to play.
  • Ranger: Moderately complex to design, but easy to play.
  • Rogue: Complex to design, and moderately challenging to play.
  • Sorcerer: Modestly complex to design, but challenging to play. Resource rationing is key.
  • Warlord: Simple to design and simple to play, though nuanced play is rewarded.
  • Wizard: Moderately complex to design, but very challenging to play. Anticipating and preparing the right spells is tough.

New and Modified Spells

Weapons, Armor and Equipment

Magic Items

Bestiary

Statistical Nerdery