Glossary of Terms: Difference between revisions

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==== Weapon Bonus ====
==== Weapon Bonus ====
Many weapons possess a weapon quality, which is an inherent thing that the weapon is 'good at'. As an example, a hammer is much better at breaking a rock than a screwdriver is. Some weapon qualities give you bonuses to-hit or to your armor class. Such a bonus is called a weapon bonus, which has the large advantage that a weapon bonus to AC will stack with all other sorts of bonuses to AC, although not with itself.
Many weapons possess a weapon quality, which is an inherent thing that the weapon is 'good at'. As an example, a hammer is much better at breaking a rock than a screwdriver is. Some weapon qualities give you bonuses to-hit or to your armor class. Such a bonus is called a weapon bonus, which has the large advantage that a weapon bonus to AC will stack with all other sorts of bonuses to AC, although not with any other weapon bonuses that apply to the same attribute (like AC).
 
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=== Campaign Level ===
=== Campaign Level ===
 
Campaign Level is almost always an abstract number set to equal the Average Character Level of all the players. This then becomes a way for the GM to determine Skill Check Difficulty Classes, the level of monsters and NPC Constituents, the power of available magic items, and many other things besides. The Campaign Level is also a guideline for the 'tone' of the campaign. A level 30 game is not usually set in a tiny village of mud huts...although it could be!  
Campaign Level is almost always an abstract number set to equal the Average Character Level of all the players. This then becomes a way for the GM to determine Skill Check Difficulty Classes, the level of monsters and NPC Constituents, the power of available magic items, and many other things besides. The Campaign Level is also a quideline for the 'tone' of the campaign. A level 30 game is not usually set in a tiny village of mud huts...although it could be!  


It is generally good practice as a Game Master (GM) to strive to keep all the players at the same level. This is easy to do in Epic Path, by handing out group rewards for all combats and quests. Indeed, if you have players at different levels, the Monster Experience reward system will act over time to 'even out' everybody to the same level. If the GM has chosen to allow characters at different levels, it is strongly recommended to never allow the difference between the highest character level and the lowest character level to exceed four levels. If you exceed this range, then a fight against the average means that the low level characters will face extremely difficult battles, and/or, the high level characters will face very easy battles with tiny rewards. And tiny rewards are no fun!
It is generally good practice as a Game Master (GM) to strive to keep all the players at the same level. This is easy to do in Epic Path, by handing out group rewards for all combats and quests. Indeed, if you have players at different levels, the Monster Experience reward system will act over time to 'even out' everybody to the same level. If the GM has chosen to allow characters at different levels, it is strongly recommended to never allow the difference between the highest character level and the lowest character level to exceed four levels. If you exceed this range, then a fight against the average means that the low level characters will face extremely difficult battles, and/or, the high level characters will face very easy battles with tiny rewards. And tiny rewards are no fun!
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: <small>''See also: [[#Defenseless|Defenseless]]''</small>
: <small>''See also: [[#Defenseless|Defenseless]]''</small>


===Weapon Feature===
===Weapon Feature===
Weapons in Epic Path have many, many distinguishing characteristics, to reflect a small amount of the incredible complexity of real weaponry. Now, we're certainly not going to get into the intricacies of Oakeshott typology or anything, but we think that every weapon should be interesting, unique, and fun.
Weapons in Epic Path have many, many distinguishing characteristics, to reflect a small amount of the incredible complexity of real weaponry. Now, we're certainly not going to get into the intricacies of Oakeshott typology or anything, but we think that every weapon should be interesting, unique, and fun.


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Yes, that's a huge amount of detail, but trust us, compared to the Real World details of weaponry, we've really simplified things a lot!
Yes, that's a huge amount of detail, but trust us, compared to the Real World details of weaponry, we've really simplified things a lot!


===Weapon Property===
===Weapon Property===
Weapons in Epic Path have many, many distinguishing characteristics, to reflect a small amount of the incredible complexity of real weaponry.  But Epic Path is a game of EPIC FANTASY, and thus, 'real weapons' are just the starting point for all the incredibly awesome things you can do with weapons.
Weapons in Epic Path have many, many distinguishing characteristics, to reflect a small amount of the incredible complexity of real weaponry.  But Epic Path is a game of EPIC FANTASY, and thus, 'real weapons' are just the starting point for all the incredibly awesome things you can do with weapons.


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Now, how Epic is that?
Now, how Epic is that?


===Weapon Quality===
===Weapon Quality===
Weapons in Epic Path have many, many distinguishing characteristics, to reflect a small amount of the incredible complexity of real weaponry.
Weapons in Epic Path have many, many distinguishing characteristics, to reflect a small amount of the incredible complexity of real weaponry.



Revision as of 01:49, 20 April 2020