Talk:Epic Path: Difference between revisions

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==Monster Treasure and XP==
* need to create wands for the new selective metamagic feat
* when a monster is killed, it drops treasure and grants XP. I suggest we make the treasure very abstract. Namely, "x gp worth of sellable goods".
* need to create wands for the new multi-target feats
* sellable goods can be sold for their listed value (no haggling possible)
* while in the form of sellable goods, they should have a fixed, abstract weight and size (again, keeping things abstract).  Something along the lines of 1 lb per 10 gp value, and 1 cubic foot per 10 lbs.  (We can play with this until we're happy with it.)
:* compare to actual money, which weighs 1 lb per 50 gp, and takes up no space (because reasons).


* after an encounter, if the monsters present were a simple 1:1 with the players, and there were no mixed-CR monsters, the math of how much treasure is simple: one monster's-worth of loot and XP per player.  This amount is also awarded to any absent players, even though fewer monsters were fought by the players present.
https://www.youtube.com/watch?v=3C2V5GtqTpA
* if the encounter featured monsters of differing CR's (e.g. five CR 6's and 1 CR 7), the total XP and treasure values are summed, then averaged across the players present for the fight.  All players, including any absent players, get this amount.
:* these rules allow parties to fight normal encounters, tailored to their actual strength, without feeling like their progress has been slowed because someone couldn't make the game.


===Crafting Materials===
https://docs.google.com/document/d/10l7QaghWH9XbHv6SAwvPtBWWc8up3tCpJYjJydVpRsw/edit
* another use of 'sellable goods' is to convert them into crafting materials.  Crafting materials are necessary if players want to build their own magic items, or mundane items.
* crafting materials come in the following (nine) classes of quality: Simple, Average, Good, Superior, Peerless, Legendary, Mythic, Transcendent, and Empyrean.
* sellable goods can only be converted to crafting materials in a workshop. once converted, the actual quality of the goods is determined.  In most cases, this is based on the CR of the monster they were taken from. However, a hard or impossible crafting check can grant a small portion of the materials as one higher quality than normal for the CR (hard = 10% of the goods are one step higher in quality; impossible = 25% of the goods are one step higher in quality). 
:* No assists allowed, and you can't convert other people's goods.  If you convert them, they are for your own crafting use, or for an NPC to use. You cannot give your converted materials to another player.
* crafting materials would be recorded as "500 gp worth of average quality crafting materials".
* crafting materials weigh 1 lb per 25 gp of value, and take up 1 cubic foot per 10 lbs.  (We can play with this until we're happy with it.)
* there is no value lost when converting sellable goods to crafting materials. However, we could charge a certain amount of time for it (1 day?).


* in order to manufacture a magic item or a mundane item, you must use crafting materials of a quality based on the Creator Level of the item being made, in addition to making the skill check to make it, and the time required.  You cannot simply use gold pieces to manufacture items.
* update in-combat skill assist language (no penalty on fail, since it costs a standard action)


* in order to implement these rules, we would need a simple table, which said for CL's 1-4, simple, CL's 5-8, average, etc. We would also need to set a CL for every item (which we're mostly already doing; just need to do that for the mundane equipment).  We would also base the creation skill DC on the CL.
* Update any monsters that use [[Grabbed]], [[Grappled]], or [[Pinned]] (find them using the "What Links Here" from each of those pages).
* Consider adding weapon quality that allows better grapple maneuvers
* Consider high-level feat that allows Pinned condition on a particularly good grapple check (maybe change it so it's Grabbed when you equal or beat the DC, Grappled when you beat the DC by 3 or more, and Pinned when you beat the DC by 6 or more? Currently, it's Grabbed when you equal or beat the DC, and Grappled if you beat the DC by 5 or more, with no chance for pinned.)


===getting fancier===
fix init and skills and "all other skills" values in monster template, when a pattern is applied
* we could use the top tiers of crafting material quality as a new vector for loot. "You also find one of the dragon's scales is perfect, and appears to be of Mythic quality, if used as a crafting material, and is worth 500 gp." This is still a sellable good, but if converted to crafting materials, is automatically higher quality than normal for the CR of the encounter.
* we could even reserve the top three tiers of crafting materials as things you can only find as treasure; you can never get them from normal conversion.
* this would let GM's put a little spice back into their loot system, but without creating much of a burden on them when prepping (what prep?)
:* however, if we did this, we would have to include a certain quantity of these top tiers of mats as requirements for the really good magic items.
::* while that is extra work, it would also let us create a "rare magic item" economy, which could be controlled by the GM via loot.  These items can only be crafted by finding enough crafting materials of the appropriate quality, which are only found by fighting bosses, or really unusual monsters. (Of course, the GM could also allow such rare magic items to be found as loot directly, but I feel that's actually less interesting).


===Barter===
* fix the spell template so it substitutes text into the table (will require page rebuilds so table data is actually local)
* barter skill can be used to reduce the bulk and weight of sellable goods, at the time they are harvested from the monsters. GP value remains unchanged.
* add comment in Character Advancement to mention to check Skill Basis increases (every 4 levels) and Maneuver Defense increases (every even level)
:* challenging check - reduce weight by 10%, with commensurate reduction in bulk
* re-write first sentence of Monk Water and Stone to clarify what it applies to (to-hits AND damage? to-hits OR damage?)
:* hard check - reduce weight by 25%, with commensurate reduction in bulk
:* impossible check - reduce weight by 50% with commensurate reduction in bulk.
* other allies with Barter skill can assist, as can any ally with an appropriate Profession skill, based on the type of monsters being harvested. GM's call.  Survival cannot be used for this (you may know how to get meat from an animal to survive, but there's nothing pretty about it, nor any concern for its resale value).


==Player Poisons==
=== random thought for class feature ===
* Use Sleight of Hand to apply poison, with the CR of the poison as the basis of the check.
* dice as input influencers, instead of output influencers. I.e. roll dice to see what you can do, then do some of those things efficiently (no dice to determine outcome, only dice to determine what is possible).
:* with poison use class feature, you can apply this with an Average sleight of hand check.
:* without poison use, it is a Hard check.
:* failure means the poison is lost, but no longer has a chance to harm the user.


* Player poisons deal damage equal to the CR of the poison. CR 6 poison adds 6 points of damage to the strike.
===2 new warlord feats===
:* this can either be lethal or non-lethal damage, determined at time poison is purchased or created.
* formation dice now lay temp hit points on ally and heal them, instead of granting bonus damage to their attack; still requires them to hit an enemy creature first
::* if you have the poison use class feature, and make an impossible check when applying it, you can choose what damage type this inflicts, regardless of its normal damage type.
* (requires first feat) formation dice now do two of the following three things: grant bonus damage, grant temp hit points, heal the target ally; still requires target to hit an enemy creature first. warlord picks this every time they use it.
:* Poisons also inflict a Weak status condition (all of them are available, except poison, duh!).


* Some status conditions will cost more than others, and will affect the base cost of the poison.
===New Magic Weapon Properties ===
:* a pure damage, no conditions, poison might cost 5 gp per CR of the poison, whereas a poison which deals damage and inflicts Essence Suppression might cost 100gp per CR of the poison.
primarily intended for implement wielders, but are also useful to multi-classers
:* despite the fact that 3500 gp for a CR 35 poison sounds impossibly cheap, this is balanced by the difficulty of all checks to actually use it, if you aren't comparably leveled to the poison.
* '''Runic:''' +1 property that grants the [[Implement (Quality)]] to the weapon it is applied to (one-off)
* '''Excinding:''' +3 property to allow wielder to use their ranged to-hit bonus for melee attacks with that weapon (one-off)
* '''Excising:''' +3 property to allow wielder to use their melee to-hit bonus for ranged attacks with that weapon (one-off)
* +3, +5, +7, +9 properties that lower the level increase caused by metamagic feats applied to spells while that weapon is being wielded (-1 to -4)
:* '''Competent, Professional, Professorial, Authoritative'''
* +2, +4, +6, +8 properties that increases the save DC of spells or class features while it is being wielded (+1 to +4)
:* '''Visceral, Intuitive, Instinctive, Reflexive'''
* '''Spellblade:''' +1 property that lets wielder add the weapon's base weapon damage to any spell damage they inflict while wielding that weapon
:* '''Hexblade:''' +3 property that lets wielder add their full weapon damage (includes any stat bonuses to the weapon's attack type: ranged or melee) to any spell damage they inflict while wielding the weapon
:* '''Baneblade:''' +5 property that lets wielder add bonus damage from class features, such as sneak attack, formation, encroachment, etc, on top of their full weapon damage to any spell they cast while wielding the weapon, if target qualifies for that bonus damage.


* needless to say, no assists.
=== new magic item ===
* ring that lets you apply magic armor properties, but only if you don't have anything else equipped that can take magic armor properties. (Cost should double the cost of magic armor properties if they were just applied to armor.)


==Caster Touch Attacks==
===lore updates?===
* consider allowing casters to use BAB + pri stat + dex (plus implement bonus) for ranged touch attacks. 
* update all the monster template sub-templates (e.g. To-Hit, Save-DC, Special-Standard-Dmg, etc.) so that if "Lore" is in the page title, it replaces the value with "<span style="background:black; color:white">REDACTED</span>"
:* This should tighten up to-hits, and make touch AC essentially -10 from base AC (due to low bab delta).
* then create a new 'full lore' auto-page that shows the basic lore, strong against, weak against, all special abilities, and out-of-combat sections, redacting out all the numerical values.


== Energy Damage Types ==
===miss chance - final thoughts?===
Simplification of ER/DR, proposal:
* Concealment / miss chance should apply to combat maneuver (skill) checks, and any skill that has a 'physical manifestation'.


ER become Common, Uncommon, Rare, and Unique.  Uncommon resists all uncommon, rare resists all rare, etc. Nothing resists unique (primal only). Cost of all classes is same as current single type. A single type becomes half that, not matter the type, except unique.
=== Traps ===
* write the actual rules for traps on the Traps and Hazards page
:* create a list of all traps (somewhere)
:* create a list of all complications (somewhere)
* redo all class features related to traps
* find all spells or effects that inflict 'anti-magic', and update them with language that traps are only disabled by these effects until the start of the caster's next turn. (This should also be in the traps page writeup, and maybe even on the trap itself).
* create some traps
* create some complications
* then, FINALLY, ask Ben to make "The ConTRAPtion" (font: https://www.fontspace.com/fabulous-steampunk-font-f26419)


Common:  
=== Reputation ===
* Fire
* players get reputation, settlements get influence
* Sonic
:* player reputation can be general (very powerful) or specific (less powerful)
* Electric
:* reputation is a value from +1 to whatever, and is a straight-up circumstance bonus to any social interaction skill check with the affected party
* Acid
::* this is why general reputation is so powerful -- it's a permanent skill boost for all social interactions
* Negative
::* specific reputation (e.g. with a merchant you've had positive business experiences with) makes it easier to get good deals, get quality intel, etc.
::* should generally be rewarded for actual role-playing, as a way to encourage that sort of thing, but can also be given out as a taste of what's possible...
* reputation doesn't have to be positive, of course...


Uncommon:
=== Campaign Setting ===
* Cold
* Something you've done in your campaigns a lot is to use the same setting (Celegia) but set the game in different time periods in its history.  This has several advantages:
* Quiescence (stifling, silence, stilling) Stilling
:* it lets you explore some fairly substantially different settings while still maintaining some familiarity
* Inertia (enverating?) Stasis
:* it lets you flesh out the history of the setting more thoroughly through the players' actions
* Dessicating
* Once we've settled on a setting (Reist, Celegia, whatever), I think, before we worry about modules, we should establish five 'timeframes' where adventuring within the history of that setting is recommended (let's call them Epochs or something)
* Positive
:* within each Epoch, we should build a panoply of NPCs that are iconic and important during those times (there may even be crossovers, especially for long-lived races/characters).
:* we should also have a list of adventure hooks for each epoch, to seed the GM with ideas
:* we should have a player's guide to each epoch to paint the picture of what life is like in each, and what sorts of adventures to expect therein.
:* we should then provide some guidance to GMs to allow the outcomes of adventures in one epoch to influence the history of future (or even past) epochs
* once all this is done, we can consider writing a starting module or two


Rare: Exotic
One thing I'd really like to include in whatever setting we use is the notion of a mysterious predecessor race that liked to build complicated things, especially underground.  This wouldn't be the origin of all dungeons, or anything like that, but a source of some rare dungeons that are more likely to hold Potens Machenvar. 
* Light / Dark
* Force / Void
* Psychic / Organic
* Daylight / Moonlight -and/or-
* Solar / Lunar


Irresistable:  
===Potens Machenvar===
* Primal = doesn't matter if physical or energy, or maybe is both
* On the topic of Potens Machenvar, how would you feel about nearly all of these being (extremely) limited use?
:* Basically, each time you use the PM, you have to roll a d6 to see if it breaks or crumbles to dust.  The less powerful PMs might only crumble on a roll of a 1, but the really good ones would always crumble (i.e. on a 6 or less). 
* This flows well with the 'mysterious predecessor race' theme, where these are ancient devices of uncertain and irreplaceable origin, that still function even after millennia of neglect, but are prone to breaking down.  Since no one knows how to fix them, once broken, they are basically trash (or they could turn into one portion of sellable goods, if we're feeling generous, and want players to just use them like candy).
* By going with a system like this, these things could actually show up in a campaign with some regularity, if a GM so chooses, without upsetting the balance of the game too much.  They'll definitely upset the balance of a single encounter, but that's kind of the whole point, really.


Physical Damage Types


*Bludgeon
=== Breaking Objects ===
*Slash
* Sunders against terrain objects (not unattended objects) changes their terrain states: Blocked &rarr; Impeded &rarr; Difficult &rarr; Unobstructed/Clear.  This lets us redo the breaking objects rules to get rid of the language related to the very outdated Abstract Encounter rules, while still maintaining a useful time-scale for doing things like tearing down walls.  Sunder DCs will need to be brought back in line with the Skill DC chart.
*Pierce
:* In general, I think terrain objects should have a very low sunder DC (like 15), since anybody who knows how to swing a pickaxe should be able to make their way through it eventually.  The variable we need to talk about is Durability -- how many rounds would it take a dude with a pickaxe to turn a 5-foot section of castle wall from 'Blocked' terrain to 'Impeded' terrain?  Each state change should, in my opinion, take the same amount of time (mostly for simplicity).
:* We can also talk about things like Assists (possibly mandatory for large-scale works like sapping a castle wall?), and time, and how much effort a non-hero can really put into performing sunders per hour.
::* We already have a rule that you can only perform a single combat maneuver per round, so even level 35 heroes are limited to 1 sunder per 6 seconds, assuming we don't put further limitations on this.
:* We can talk about siege weapons later; I don't think we should factor them into this conversation -- I'd rather make them work organically with the system after the fact.


*Claw = Slash + pierce
i think i violently agree with all of this :)  The terrain progression is just awesome, as it makes all sorts of possibilities just happen. (we could have difficult terrain 'splash' from the site of siege attacks, to represent debris fields, for example)  the difficulties in the charts were partially converted to 'DC at CR' format already, which I tentatively agree with as our model moving forward.  siege could/should be last, so we can scale those devices properly against DC's, which already should have CR coded into them to gain the proper numbers.  siege and settlements could include a possible vehicle pass as well.
*Rake = Slash + bludgeon
*is it possible to have bludgeon + pierce? Needle, maybe? Thorns? (Getting hit with a cactus or other spiny thing?) Maybe?


*Bite = slash + pierce + bludgeon
===Notes / To Do===
* random loot generation
* random remnant generation (a built-in roller would be cool)


*Melee = per weapon. Note: Add Claw/Rake to weapons?
* We could also consider making 'civilized' versus 'uncivilized' treasure parcels for monsters (could be keyed off of the monster's INT stat, meaning no changes to existing monsters, just changes to the main template), which would affect whether some of the treasure was in coins, gems, trade goods, versus just 'sellable goods' (read: goopy bits).


DR types?
* treasure idea: in addition to remnants, other currencies could drop (settlement currencies, magic item upgrades, eggs (for mounts), etc.), maps to other locations of interest, a way to spawn specific encounters.  This would also be a good way to put single-use magic items into the game (which could be anything from a bottle of alchemist's fire to a scroll that calls a deific champion to help you for one round, or a genie that grants you a single wish).


*Bludgeon
* need to issue guidelines for adapting content from other systems? the heavy/legend roles might need to be emphasized for conversion tasks
*pierce
*slash
*Claw?
*Rake?


*DR/- = bite already
* revisit the [[Vehicle Combat]] rules. Clean up, simplify, and remove language about multiple piloting skills, stat dependency on ship class, etc. Perhaps vehicles should perform like magic weapons (enhance bonus, properties, dweomermetal) that the pilot 'wields' to attack.  This would allow the use of to-hit rolls, instead of maneuver checks for attacking.  Try to make the system more like traditional combat... maybe figure out a way to remove facing.


Keywords applicable to both DR and ER types?
* figure out a way to make the bailiwicks more distinct from their associated knowledge skills.  In some cases, it's not bad (Spycraft vs Know:Local), but in many cases, it's ambiguous (Reason vs. Know:Logic; Naturalism vs. Know:Nature, etc.)


* Lawful(axiomatic?) / Chaotic
* consider cross-referencing all the between adventures into each of the appropriate skills.
* Good / Evil
* Spiritual / Dimensional


== Bonus Types ==
* fix tables on [[Between Adventures]] page.
There are 29 bonus types:
* Untyped Bonus


* Alchemical Bonus
* clean up weapon page tables, adding categories for their weapon groups, handiness, and size.
* Armor Bonus
* Armor Enhancement Bonus
* Circumstance Bonus
* Competence Bonus
* Deflection Bonus
* Dodge Bonus
* Enhancement Bonus
* Feat Bonus
* Inherent Bonus
* Insight Bonus
* Integral Bonus
* Level Bonus
* Luck Bonus
* Martial Bonus
* Material Bonus
* Morale Bonus
* Natural Armor Bonus
* Profane Bonus
* Racial Bonus
* Resistance Bonus
* Retraining Bonus
* Sacred Bonus
* Shield Bonus
* Shield Enhancement Bonus
* Size Bonus
* Training Bonus
* Weapon Bonus


==Item Activation==
* update monster template to account for adding a role to a monster with a modified # of attacks
All command word items can still be activated by a standard action.  OR, they may be activated, once per round, by a swift action and by expending hit points equal to 5+ the CL of the item.


(RD) the more I think about this, the more I think it should be a feat, or class feature, or something. It's too powerful, even with the HP loss.  It's effectively the Quicken Spell feat for magic items.
[[Feats With No Associated Class]] this category serves as a handy reference for old feats to be re-worked into potential magic items


== Size Bonus ==
* size small does the following: +1 to ac, +1 to stealth, -1 to man-off and man-def, -10 feet to [[Walk]] speed.
:* applies to 'alter self' and similar spells.
* consider updating all weapon damage to ignore size
:* if so, we need to create new minor traits to replace 'not compensating' for the Gnome, Halfling, and Grippli (Nagdyr get "Probably Compensating a Little" major trait, which should also be reviewed).
:* would also need to update size/handiness rules a little -- would still apply to size-large weapons
::* we could, in theory, get rid of size-large weapons also, to simplify things. It may not really add much to the game, in the long run (would require removing 4 feats, and a few other racial traits, but otherwise not hard).


==slotless notes==
=== Possible New Feats: ===
* get rid of synergy bonus for multiple enchants on single items.
* Bard
** instead, first enchant is normal cost, any additional enchants cost double.
:* crowd pleaser - the bard may target one additional target with their Bardic Performances.  This feat may be taken more than once, each time increasing the number of affected targets by 1.
* slotless items which are only available as slotless items (e.g. handy haversack, flying carpet, etc.) are normally priced
* Druid
** items which are normally "slotted" items but are converted to slotless cost triple normal price.
* Ranger
* Partisan
:* introvert - 6th - add partisan level to healing
:* solipsist - 16th - add partisan tier as dr/er
:* surveillance - 26th - add introspection/introvert/solipsist to allies in aura
:* caltrops - add partisan level in damage against any attacked foe in aura, once per attack, hit or miss


==multi-classing / dual-classing==
* trap damage table?
* '''multi-classing:''' commit to no fewer than 5 levels of any class. If you have at least 5 levels in a class, you may choose to start gaining levels in a different class instead, committing to that new class for a minimum of 5 levels.
* '''dual classing:''' pick two classes at character creation. You level up in an alternating pattern, gain 1 level in one, then gain 1 level in the other.  You cannot deviate from this pattern, nor can you choose to multi-class until you have at least 5 levels in BOTH classes.
* if you choose to multi-class or dual-class, you permanently give up the use of action points.
* '''casters:''' to avoid the "casters that dual- or multi-class are gimping themselves" issue, we will alter how spell save DC's are calculated, from "10 + caster stat + spell level" to "10 + caster stat + half caster level".  In the case of a multi- or dual-classed character with caster levels, they base these saves off their total character level.
* we may need to reduce the total number of spells that casters are able to cast at the top end.


* If we ever allow multiclassing, we need to create feats for each character class akin to the [[Shaping Focus (Feat)]].
* re-write perform skill to collapse it into a single skill (instead of subskills).
:* [[Perform]]: performance complexity - clarify to setting the CR of the song
:* same for entertaining an audience


== magic weapons notes ==
* need a note in the ability scores page (and probably the caster pages) that you can't get spells of a higher level than your class level allows, even with a high stat.
* remove ability to enchant ammo; only projectile weapon can be enchanted
** update limitless quiver to allow other ammo types, but non-magical.
** ammo also cannot have dweomermetals &mdash; dweomermetal effects are instead conferred by the projectile weapon shooting the ammo.


* create some non-magical ways of adding +to-hit and +damage to weapons/shields/armor/implements
* add new status conditions that inflict a circle penalty (or alter existing conditions to include it)
** will not stack with magic, but cannot be suppressed by anti-magic/dispel, etc.
:* create a "circle 0" and update the various mana burning rules for it.
** instead of costing more, I think they just shouldn't go as high as +9
** no properties? (we could, but it would be a lot of work that we don't really need to do right now)
*** quenches of oil, water, brine, blood for +to-hit
*** tempers of single, triple, and seven-fold for +base damage


==stuff to update==
* integrate hustle rules on the [[Types of Movement]] page onto the [[Environmental Effects]] page.
* spells page:
:* review counterspell section
:* special spell effects section, bringing back the dead, refers to negative levels - needs updated
:* if/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).  


* consider calling out a "Rogues Cheat!" class feature for rogues, which spells out that they always do at least half damage against creatures immune or hardened to precision damage, and they can always flank creatures, even if they cannot normally be flanked.
* Update Between Adventures section on Spell Research to clarify language about adding metamagic to a researched spell -- metamagic added /can/ increase the gross spell level above 17, just not be added as research to produce an infinitely metamagicked spell.


* review [[Critical Strike]] rogue talent -- epic talent which doesn't do very much (rogues already maximize their sneak attack damage on a crit)


* review ranger traps (lots of actions, lots of rolls, too many chances for them to do nothing)
* '''Character Sheet:'''
:* PDF Character Sheet (Fillable) -- yes, this will happen
:* create sample characters for each class, with planned builds up through level 5


* [[Perform]]: performance complexity - clarify to setting the CR of the song
** same for entertaining an audience


* retraining, and anything else with intervals of days -- clarify how spells can be used to buff the underlying skill bonus.
* '''Monsters:'''
** based on how many times you'd have to cast it in an 8 hour period.   
:* create at least 10 per CR.  Still need CR's 19 through 40, but CR's 1 - 18 are done ''enough'' for now. currently working on this effort, but with an emphasis of CR's 1-5 (aiming for 20+ for all those CR's), since the MMM makes higher CR's richly populated by defaultstill need at least 10 for CR's 19-40
** No more than 4 times per 8 hours, and you must have the ability to cast it that many times without rest.


==Started But Unfinished Stuff==
* converting ammo into templates (necessary?)
* converting magic properties - implements / armor / shields into templates
* creating new senses - Mindsense
* defining equipment
* update poisons page to new format
* update diseases page to new format
* magic item crafting rules are only halfway re-written
** need to update rules for magic enchantment of projectile weapons, but not ammo
* continue writing Cosmology of Creation page


* need a page for bonus types, to allow all those broken links to point somewhere.
* '''Setting:'''
:* Cosmology of Creation page should be tailored to suit our view of the campaign setting.  If we try to keep it 'generic', it will feel hollow.
:* decide how the many races factor into our default setting. Are all the races treated as normal citizens, or are some discriminated against (half-orcs, for example)? Are non-human races (in particular the oddball ones) sometimes born to human parents, or are they only products of their own purebred lineages? 


=== Cleanup Tasks===
* Finish moving the following into their respective templates:
:* fighter tactics
:* Equipment pages -- finish them, clean out the stupid stuff
* finish the Designing Skill Challenges section on the [[Game Master's Guide]] page.
* 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).
* need to update / create page for monster types and subtypes.
* need to update / create page for monster types and subtypes.
** need to review any broken links to subtypes that we don't actually want to define (e.g. azata)
:* need to review any broken links to subtypes that we don't actually want to define (e.g. azata)
* create a "tactical" keyword and category that would identify feats, abilities, skill uses, etc. that are very dependent on a map, and wouldn't work well in a 'theater of the mind' game.


== Siegemetal Alloys==
=== Bonus Systems ===
* like a dweomermetal - any enhancement bonus or magic properties on weapon (or armor?) become extraordinary instead of magic-based.
* Settlements and Sieges
:* Tempered Siegemetal - max absolute bonus of +5  (12-10)
* Epic Skill System
:* Annealed Siegemetal - max absolute bonus of +10  (20-10)
* Followers / Leadership / Large-Scale War Rules
:* Quenched Siegemetal - max absolute bonus of +14  (28-10)
* Auramancy / Blood Magic
:* Forged Siegemetal - max absolute bonus of +18  (35-10)
* Divine Domains (any character class; part of pre-apotheosis)
* DR x/magic works against this weapon, since it is not magic.
* True Dweomers
* Prestige Classes
* Artifacts
* Traps (as enemy combatants)
* Remnants


== Skill Challenges ==
=== Printable Version ===
* use initiative as a means of controlling who acts when
* Need some cover art for a book(let)s. Open to suggestions...
* require more skill checks each round than there are players -- make the players decide which parts of the challenge they care about most
* leaning towards a 5.5" x 8" book size as our 'starter guide' for cons, ~80 half-pages, for everything: how to play, character classes, equipment, weapons, low-level magic items, status conditions, basically everything you'd need to play up to level 5-ish.  Interior will not have art, unless we really want to commission some.
* determine what happens if each of the checks isn't made -- consequences are fun. Use the consequences to trigger the event of the next round
:* Needs to be everything you need to know to play the game (at low levels), without access the internet or the wiki.
* the first round should simply lay out the challenge, and let people know what skill checks exist
::* shouldn't have links or other web-based 'features', and it will need a table of contents and an index.
** may also want to include mystery checks -- players who don't want to do any of the 'mandatory' checks can try something different
:* Short appendix that describes some of the other features that are available in the complete game on the wiki.
** set the scene -- make sure there's lots of gimmicks, treats, odds & ends to interact with
:* Found some online print sites that will do this for about $10/book, so 20 of these per convention would be about $200 which doesn't seem crazy to me.
** determine the timer -- there should be a clearly defined timer -- "if the foe gains ground at least three times, they escape".
::* will give these out to anyone who plays through the module.
* the second round should add a complication or twist, or perhaps a boon (if the players did really well)
* pre-generated characters on no more than 4 pages each, printed on cardstock? 
* skill challenges should probably be timed to last about 3-4 rounds, just like combat.  This would allow traps to become skill challenges, for example, but also weird things like poisons and disease. Chase scenes, bar brawls, verbal sparring, contests, etc. are all also good examples of skill challenges.
:* Will give these out to anyone who played that class through the module.
:* should be designed as a good party mix, rather than just 1 of each class; assume somewhere between 5 and 8 players.
* a module we can run in 4-ish hours that shows off the best parts of our game -- skills, character class uniqueness, dynamic and fun combats, including a 'threat' fight as the finale.  Characters should probably be level 1, but I'm willing to consider up to level 3 if there's a good reason to go there.
:* needs to have good opportunities to role-play, opportunities to use skills in an interesting way, and some fun set pieces for the combat encounters.


* abstract encounters re-tool -- exceptional success rewards a d6 (or even 2d6) which can be applied to anyone's future checks during the skill challenge.  Bonus dice are additive, and as many as you want can be applied to a single roll.  However, any roll which has bonus dice applied to it cannot gain bonus dice itself.  If you want to accumulate bonus dice, don't get help.
=== Siege Weapons / Settlements Notes ===
* review 'breaking objects' page, in light of changes to vehicle combat and removal of abstract encounters rules
* siege weapons - how do they work with the vehicle combat rules?
** unless we want siege weapons to continue to be cumulative forces, though it seems like people hated all the dice rolling of the abstract encounters
** right now, vehicles will never penetrate heavy defenses and fortifications; the target DC's are way too high, as are many of the durabilities
* add weights for all doors and such on the 'breaking objects' page, for purposes of the Might skill.


* need to work out how xp and treasure would be awarded for skill challenges, especially when they are taking place in the middle of a fight (traps, poisons, contests).  The challenge itself would ideally represent one or more monsters of the same CR as the encounter, but the math seems a little fuzzy.
moving these links to here for future re-write/inclusions/expansion, possibly/probably as part of settlement pass


* common skill challenges (bar brawls, chase scenes) might have a random table of complications for the GM to roll.  Complications don't occur right away -- the players are notified that the complication might occur if they don't take action to prevent it, and are given a round to deal with it (in addition to dealing with all the other skill checks required).
* [[Siege Weapons]]
** each complication should have a few variants of outcomes, depending on how well the players mitigated it, ranging from "made it worse", to "not as bad", to "didn't happen at all".
* [[Siege Gunner (Feat)]]
* [[ Siege Engineer (Feat)]]
* [[Master Siege Engineer (Feat)]]
* [[Siege Commander (Feat)]]


== possible skill use ==
* movement - challenging DC to ignore movement penalty of 1 square of difficult terrain. 2 squares if hard DC, 3 squares if impossible DC.
* movement - hard DC to resist 1 square of forced movement. 2 squares if impossible DC.


==character sheet changes==
== Possible New Character Classes ==
* include [[might]] skill modifiers to encumbrance
* bailiwick skill ranks granted to associated knowledge skill
* add button functions from Rick's sheet
* start listing out the possible moving parts relevant to combat in the buffs and debuffs tab


==Highest Priority Things To Do==
* '''Physical Adept''' class (Fleshcrafter?) - arcane-powered melee, re-tool eidolon-style abilities as self-buffs?
* review equipment bonuses to skills: e.g. masterwork tools, thieves' tools
* <strike>Mentat</strike> <strike>Warsage</strike> '''Storm Knight''' class - intelligence-based melee and thrown weapons user.
* Add definition of triggered free action
:* can 'game out a fight' -- may declare at any point in a round that they have not yet dealt any damage (even after one or more failed attacks) that they are simply gaming out the fight, forgoing all damage for the remainder of the round.  In exchange, they gain a massive buff in the following round against that opponent.
* '''Toxotes''' - high damage ranged attacks, trick shots (possibly just create via new rogue talents?)
* '''Galvanist''' - sorceror/prowler/alchemist, focus on The Spark as a way to empower things (weaps/armor/potions) with sparks and essence
* '''Seeker''' -  sorceror/ranger/prowler, has 'target/treasures' they are looking for, can have up to five, each treasure/target allows them to activate a diff power/class feature, they have to pick new ones as they find old ones or they lose powers
* '''Templar''' - arcane/urban fighter//paladin striker/tank, much stronger if has a place to defend or a crusade to advance. Can use a taunting variant of mirror image (can't attack, but taunts and soaks up a hit or two).
* '''Effigy''' (Artifact? Vestige?)
:* the character is an actual artifact, which is intelligent. The actual artifact is /somewhere/, though even the player may not know where. They have extended their consciousness into a remote effigy (moppet?) with which they interact with the world.  look at material for the warforged as inspiration?
:* they can use their experience to augment their effigy, giving it better abilities
:* like a summoner or pet class, except that the master isn't present on the battlefield
* '''Assassin:''' inflicts and spreads bruise/bleeds/ruptures; can end all effects to deal that much damage to all enemies (even non-bleeding ones)
* '''Horolog''' master of clockworks, makes ether-powered devices that do stuff (attacks, defenses, pets, buffs, move, mounts?) the martial-version of an alchemist
* '''Oracle''' divine-powered sorcerer/paladin, has the ability to give blessings, lays curses, has no heal but can absorb damage from allies in a radius and lay on hands. sorcerer/cleric/paladin hybrid with unique damage transfer power+
* '''Jinx:''' can store up and use failed d20 checks (to-hits, saves, etc.) to unleash powerful curses and debuffs.  Encouraged to take wild risks in order to miss more (and have that wild payoff when they don't fail).


* Monsters
Reminder links to complete additional classes at future date
** restart moving existing monsters to the new Monster template (version 2.0)
** finish creating heroic-level monsters (CR's 17 to 20)


* review 'breaking objects' page, in light of changes to vehicle combat and removal of abstract encounters rules
* [[Pariah]]
* siege weapons - how do they work with the vehicle combat rules?
* [[Sharp]]
** unless we want siege weapons to continue to be cumulative forces, though it seems like people hated all the dice rolling of the abstract encounters
 
** right now, vehicles will never penetrate heavy defenses and fortifications; the target DC's are way too high, as are many of the durabilities
 
* add weights for all doors and such on the 'breaking objects' page, for purposes of the Might skill.
=== Ideas For Class Features ===
* Death Attack (Ex) prowler, ranger, partisan, warlord? x times/day perform a magnum-size hit like monk?
* Swift Death (Ex) same classes as candidates, add more times per day
* Angel of Death (Ex) use up all death attacks to roll a coup de grace
 
* Live to Tell the Tale (Ex) barbarian, partisan, brawler?  x times/day roll maneuver offense vs attackers maneuver defense to negate a hit
 
* Elaborate Attack (Ex) bard, paladin, rogue, fighter? spend a full BAB attack roll (or any 5-foot step?) to trigger a class feature (finale for bard, smite for pally, sneak for rogue, challenge for fighter?)
 
* Spell Critical (Su) sorc, wiz, druid?  if confirms a critical with an attack, can cast a spell as a swift action. aimed at rays, but leave open-ended for dual/multi/prestiges
 
* Inspiring Demeanor (Ex)  bard, cleric, fighter, paladin, warlord? roll maneuver offense against the maneuver defense of an ally to upgrade one action to the next higher action x/day
 
* Arcane Pool (Su) sorc, wiz, bard, ranger?  1/2 caster level plus Int mod /day, spend a point from the arcane pool to add +1 to-hit with implement (8th), or, character level to damage done by a spell to one enemy (23, 28, 33) or, +1 to save DC (13), or +1 to spell penetration (18). starts at 1 point/round max, scales to 2, 3, 4, 5. damage feature is multiplicative, 5 points adds 5x level to up to 5 targets (!)
 
* dismount abilities for mounts -- special attacks that can only be performed as a dismount action.  Think something like a bull rush that immobilizes everyone you manage to push (after the push concludes).
 
* Steelborne (Ex) cleric, bard, brawler, prowler, warlord, rogue?  Allows the class to count their levels as Fighter levels for qualifying for feats. Differentiate by level acquired (8th for warlord, brawler, prowler, 13th for cleric, 18th for bard?) and by how 'strong' the fighter qualification is (warlod fighter = -5, brawler = -3, bard = -15, etc.)
 
* Indestructible (Ex) cleric, paladin, warlord, fighter?  Complete immunity from critical hits while wearing heavy armor (c28, w23, f18?)  improves to immunity to precision damage as well five levels later?
 
* Deadly Defense (Ex) rogue, ranger, fighter, warlord, partisan?  Whenever you ready an action to attack a foe outside your current melee reach, add +2 to the threat range of your attack and add your character level to the damage dealt as base damage (!!)
 
* Combat Advisor (Ex) bard, cleric, paladin, rogue, warlord? Whenever you miss with a melee attack, (and don't spend an action point) you may designate an ally within 30 feet that can see you to gain a +1 (morale? martial?) bonus on their next attack against that target. improves to next attack against any target, +2 against that target, +2 against any target, +1 to any target until end of the encounter. doesn't stack, of course.
 
* Throw Implement (su) sorc, wiz, bard?  x times per day, converts any spell which deals damage with a circle into a single-target ray with a range of 60 feet, embodied as charging the currently wielded implement and throwing it.
 
* Path to Refuge (sp?) cler, dru, sorc, wiz? x times per week, manaburn 1 spell per hundred miles to return to your 'refuge'. manaburn same x spells per additional person to bring with you. cler 13, dru 18, sorc/wiz 23?
ranger?
 
* Stored Life (su) barbarian, brawler, fighter, partisan, paladin?  when affected by a status condition, sacrifice a class feature for the remainder of the day to ignore the condition until the end of the encounter. rage power, tactic, type of attack, lay on hands, feat, etc, are all eligible.
describe this as [[Essence Omission]]; seems to follow the same rules  
 
* Killing Focus (Ex) barbarian, fighter, monk, ranger, rogue, pariah, prowler, brawler? spend a swift action to focus on an opponent. If you then use a full attack action to attack that foe, making the maximum number of attacks, gain +1 to-hit and +1 base weapon damage with all attacks. Note: once gained, persists until the foe dies or you focus on something else, stacks!
 
* Shadow Double (Su) bard, monk, pariah, prowler, rogue? x-times per day, move so sneakily you seem to be in two places at once. gain a flanking bonus with yourself, or, gain concealment, or, gain mirror image effect.
 
* High Strike (Ex) barbarian, brawler, fighter, monk, prowler?  a scaling number of times per day, if you make an attack from higher ground, gain a bonus attack as a swift action (!) this can be triggered by using climb, making a jump, using native sloped terrain, or by having a hover, vault, or fly speed.
 
* Inveigle (Su) bard, cleric, pariah, sorcerer, warlord, wizard  a scaling number of times per day, make a maneuver offense or caster check against a target within scaling distance. if you succeed, they no longer count as allied creatures to their former allies, and count as allies of you and your side instead. they provoke, cannot move through their former friends, do not grant flanks, etc. conversely, they now cannot make attacks of opportunity against your side, can be moved through without issue, and can be used to gain flanking.  lasts for 1 round, scaling to end of encounter. can scale to allow multiple creatures to be affected per use of the ability
 
* Everburn (Su) brawler, fighter, paladin, partisan?  gain the ability to spend an action point to gain an action even while under the effects of a condition which normally removes the ability to take actions, such as helpless, paralyzed or petrified.
 
* Serendipity (Su): Bard, urban barb, brawler, cleric, prowler, warlord?  When you or one of your allies within 30 feet rolls any d20 check, use this ability as an immediate action before the results of the roll are checked to tweak the odds in their favor, increasing the result of the die roll or check by 1. This CAN turn a normal hit into a critical threat, but it cannot make an attack roll a natural 20.  The character can use this ability a number of times per day up to their  character level of the class that grants the ability. At intrepid tier (second tier) of the granting class, and every additional tier thereafter, they can increase the die result of the target's roll by an additional 1 by using up more of their daily uses. For example, a 12th-level bard with three tiers of bard has 12 points of serendipity, and can spend up to three points of serendipity to increase an ally's roll by 3 in one immediate action.
 
* candidate for prestige class: mystic theurge is super cool, should be in the running for an early prestige class
* check 'vigilante' class for ideas for possible skills expansion pass, might be some interesting ideas in there


* Make traps more interesting/fun
* create/write skill challenge / non-combat encounter rules, to replace the abstract encounter rules


* Redo analysis pass for all character classes
critical path thoughts:
** I'd like to revisit the Brawler's restriction on magic weapons (e.g. Amulet of Mighty Fists). Why? (I forgot)


* feats:
nine primary stats, seven derived stats
** Warlord - more formation dice
Str-ength Physical strength, lift/carry/throw, melee damage, adds to PD, stamina, stun,
** Ranger - more quarry dice
Dex-terity Physical quickness, adds to physical hit and dodge, SPD
** Ranger - better traps (better action economy, use against an occupied space)
Bod-y Physical hardiness and toughness, adds to ED, stamina, stun, recovery, stagger
** Prowler - improve save DC for encroaching jolt?
** add a feat to allow "deny saving throw" under [[Heal]] to be non-provoking, and take only a move action (no bonus to check)
** Update/Remove any feats which apply to abstract encounters
** Review barbarian feats again


==Lower Priority Things To Do==
Ego-tism Mental strength, Telekinetic lift/carry/throw, mental damage of all sorts
* templates:
Int-elligence Mental quickness, adds to mental hit and dodge, SPD
** consider redoing rogue talents pages into a template
Wil-lpower Mental hardiness and toughness, adds to DR, stun, stagger
** consider moving fighter tactics into templates/separate pages


* Epic Bloodline (archaic bloodline) writeups
Tal-ent Arcane strength, arcane lift/carry/throw, arcane damage of all sorts
Cra-ft Arcane quickness, adds to arcane hit and dodge, SPD
Abi-lity Arcane hardiness and toughness, adds to DR, stun, stagger


* Sorcerer Bloodlines page
PD
* Cleric Domains page
ED
DR


* Auramancy
Spd
* True Dweomers


== Playtests ==
REC
{| border="1" cellpadding="5" width="60%" class="sortable"
STA
|- style="Background:#DEB887; Color:#000;"
STN
! Class || Sub-Class || Char Name || Lvls || Campaign
|-
| Alchemist ||  || Zanril || 1 - 5 || Fane
|-
| Alchemist ||  || Hydrazine || 1 - 8 || Windward Marches
|-
| Barbarian ||  || Gant || 1 - 5 || Fane
|-
| Barbarian ||  || Keladin || 1 - 6 || Windward Marches
|-
| Barbarian || Urban || Wrathia || 1 - 6 || Fractured World
|-
| Bard ||  || Fennec || 1 - 12 || Golden Portal
|-
| Brawler ||  || Punch || 1 - 5 || Fane
|-
| Brawler ||  || Culotta || 1 - 12 || Golden Portal
|-
| Cleric ||  || Scoria || 1 - 5 || Fane
|-
| Cleric ||  || Tedrick || 1 - 12 || Golden Portal
|-
| Druid ||  ||  ||  ||
|-
| Fighter ||  || Corvus || 1 - 8 || Windward Marches
|-
| Fighter ||  || Sojourn || 1 - 12 || Golden Portal
|-
| Monk ||  ||  ||  ||
|-
| Paladin ||  || Edric || 1 - 8 || Windward Marches
|-
| Prowler ||  || Sigel || 1 - 5 || Fane
|-
| Prowler ||  || Gabriel || 1 - 12 || Golden Portal
|-
| Prowler ||  || Draught || 1 - 6 || Fractured World
|-
| Ranger ||  || Nerium || 1 - 12 || Golden Portal
|-
| Ranger ||  || Coldre || 1 - 6 || Fractured World
|-
| Rogue || Clever || Vellum || 1 - 8 || Windward Marches
|-
| Rogue || Clever || Ashe || 1 - 12 || Golden Portal
|-
| Rogue || Ruthless || Senka || 1 - 6 || Fractured World
|-
| Sorcerer ||  || Ruin || 1 - 12 || Golden Portal
|-
| Warlord ||  || Skipia || 1 - 8 || Windward Marches
|-
| Warlord ||  || Brin || 1 - 6 || Fractured World
|-
| Wizard ||  || Atticus || 1 - 5 || Fane
|}


== Character Classes ==
* Sharp (was Gambler) - buff/controller class
* Pariah (was Warlock) - striker/caster
* '''Physical Adept''' class (Fleshcrafter?) - arcane-powered melee, re-tool eidolon-style abilities as self-buffs
* <strike>Mentat</strike> <strike>Warsage</strike> '''Storm Knight''' class - intelligence-based melee and thrown weapons user.
* '''Fanatic''' class - divine melee/unarmed, low heals, light armor, no spells. Lay on Hands that does damage; touch attacks.
* '''Toxotes''' - high damage ranged attacks, trick shots (possibly just create via new rogue talents?)
* Galvanist
* Seeker
* Templar
* '''Effigy''' (Artifact? Vestige?)
:* the character is an actual artifact, which is intelligent. The actual artifact is /somewhere/, though even the player may not know where. They have extended their consciousness into a remote effigy (moppet?) with which they interact with the world.
:* they can use their experience to augment their effigy, giving it better abilities
:* like a summoner or pet class, except that the master isn't present on the battlefield


== Interesting Links ==
== Interesting Links ==
* [http://www.anydice.com/ All electronica baby!]
* [http://www.anydice.com/ All electronica baby!]
* it hurts me, but I am unable to stop poking at it: [http://www.cut-the-knot.org/recurrence/word_primes.shtml hexatrigesimal prime numbers]] as words. (whimper)
* it hurts me, but I am unable to stop poking at it: [http://www.cut-the-knot.org/recurrence/word_primes.shtml hexatrigesimal prime numbers] as words. (whimper)
* Name Generator Site: [http://fantasynamegenerators.com/planet_names.php#.WAV60OArKUl fantasy name generators]
* Name Generator Site: [http://fantasynamegenerators.com/planet_names.php#.WAV60OArKUl fantasy name generators]
* Running combat with [http://theangrygm.com/manage-combat-like-a-dolphin/ urgency and exigency].
* http://clipartmag.com/decorative-line-break
* art link https://www.artstation.com/ariirf
* weapon names generator https://www.fantasynamegenerators.com/sword-names.php

Latest revision as of 08:00, 1 March 2024

  • need to create wands for the new selective metamagic feat
  • need to create wands for the new multi-target feats

https://www.youtube.com/watch?v=3C2V5GtqTpA

https://docs.google.com/document/d/10l7QaghWH9XbHv6SAwvPtBWWc8up3tCpJYjJydVpRsw/edit

  • update in-combat skill assist language (no penalty on fail, since it costs a standard action)
  • Update any monsters that use Grabbed, Grappled, or Pinned (find them using the "What Links Here" from each of those pages).
  • Consider adding weapon quality that allows better grapple maneuvers
  • Consider high-level feat that allows Pinned condition on a particularly good grapple check (maybe change it so it's Grabbed when you equal or beat the DC, Grappled when you beat the DC by 3 or more, and Pinned when you beat the DC by 6 or more? Currently, it's Grabbed when you equal or beat the DC, and Grappled if you beat the DC by 5 or more, with no chance for pinned.)
fix init and skills and "all other skills" values in monster template, when a pattern is applied
  • fix the spell template so it substitutes text into the table (will require page rebuilds so table data is actually local)
  • add comment in Character Advancement to mention to check Skill Basis increases (every 4 levels) and Maneuver Defense increases (every even level)
  • re-write first sentence of Monk Water and Stone to clarify what it applies to (to-hits AND damage? to-hits OR damage?)

random thought for class feature

  • dice as input influencers, instead of output influencers. I.e. roll dice to see what you can do, then do some of those things efficiently (no dice to determine outcome, only dice to determine what is possible).

2 new warlord feats

  • formation dice now lay temp hit points on ally and heal them, instead of granting bonus damage to their attack; still requires them to hit an enemy creature first
  • (requires first feat) formation dice now do two of the following three things: grant bonus damage, grant temp hit points, heal the target ally; still requires target to hit an enemy creature first. warlord picks this every time they use it.

New Magic Weapon Properties

primarily intended for implement wielders, but are also useful to multi-classers

  • Runic: +1 property that grants the Implement (Quality) to the weapon it is applied to (one-off)
  • Excinding: +3 property to allow wielder to use their ranged to-hit bonus for melee attacks with that weapon (one-off)
  • Excising: +3 property to allow wielder to use their melee to-hit bonus for ranged attacks with that weapon (one-off)
  • +3, +5, +7, +9 properties that lower the level increase caused by metamagic feats applied to spells while that weapon is being wielded (-1 to -4)
  • Competent, Professional, Professorial, Authoritative
  • +2, +4, +6, +8 properties that increases the save DC of spells or class features while it is being wielded (+1 to +4)
  • Visceral, Intuitive, Instinctive, Reflexive
  • Spellblade: +1 property that lets wielder add the weapon's base weapon damage to any spell damage they inflict while wielding that weapon
  • Hexblade: +3 property that lets wielder add their full weapon damage (includes any stat bonuses to the weapon's attack type: ranged or melee) to any spell damage they inflict while wielding the weapon
  • Baneblade: +5 property that lets wielder add bonus damage from class features, such as sneak attack, formation, encroachment, etc, on top of their full weapon damage to any spell they cast while wielding the weapon, if target qualifies for that bonus damage.

new magic item

  • ring that lets you apply magic armor properties, but only if you don't have anything else equipped that can take magic armor properties. (Cost should double the cost of magic armor properties if they were just applied to armor.)

lore updates?

  • update all the monster template sub-templates (e.g. To-Hit, Save-DC, Special-Standard-Dmg, etc.) so that if "Lore" is in the page title, it replaces the value with "REDACTED"
  • then create a new 'full lore' auto-page that shows the basic lore, strong against, weak against, all special abilities, and out-of-combat sections, redacting out all the numerical values.

miss chance - final thoughts?

  • Concealment / miss chance should apply to combat maneuver (skill) checks, and any skill that has a 'physical manifestation'.

Traps

  • write the actual rules for traps on the Traps and Hazards page
  • create a list of all traps (somewhere)
  • create a list of all complications (somewhere)
  • redo all class features related to traps
  • find all spells or effects that inflict 'anti-magic', and update them with language that traps are only disabled by these effects until the start of the caster's next turn. (This should also be in the traps page writeup, and maybe even on the trap itself).
  • create some traps
  • create some complications
  • then, FINALLY, ask Ben to make "The ConTRAPtion" (font: https://www.fontspace.com/fabulous-steampunk-font-f26419)

Reputation

  • players get reputation, settlements get influence
  • player reputation can be general (very powerful) or specific (less powerful)
  • reputation is a value from +1 to whatever, and is a straight-up circumstance bonus to any social interaction skill check with the affected party
  • this is why general reputation is so powerful -- it's a permanent skill boost for all social interactions
  • specific reputation (e.g. with a merchant you've had positive business experiences with) makes it easier to get good deals, get quality intel, etc.
  • should generally be rewarded for actual role-playing, as a way to encourage that sort of thing, but can also be given out as a taste of what's possible...
  • reputation doesn't have to be positive, of course...

Campaign Setting

  • Something you've done in your campaigns a lot is to use the same setting (Celegia) but set the game in different time periods in its history. This has several advantages:
  • it lets you explore some fairly substantially different settings while still maintaining some familiarity
  • it lets you flesh out the history of the setting more thoroughly through the players' actions
  • Once we've settled on a setting (Reist, Celegia, whatever), I think, before we worry about modules, we should establish five 'timeframes' where adventuring within the history of that setting is recommended (let's call them Epochs or something)
  • within each Epoch, we should build a panoply of NPCs that are iconic and important during those times (there may even be crossovers, especially for long-lived races/characters).
  • we should also have a list of adventure hooks for each epoch, to seed the GM with ideas
  • we should have a player's guide to each epoch to paint the picture of what life is like in each, and what sorts of adventures to expect therein.
  • we should then provide some guidance to GMs to allow the outcomes of adventures in one epoch to influence the history of future (or even past) epochs
  • once all this is done, we can consider writing a starting module or two

One thing I'd really like to include in whatever setting we use is the notion of a mysterious predecessor race that liked to build complicated things, especially underground. This wouldn't be the origin of all dungeons, or anything like that, but a source of some rare dungeons that are more likely to hold Potens Machenvar.

Potens Machenvar

  • On the topic of Potens Machenvar, how would you feel about nearly all of these being (extremely) limited use?
  • Basically, each time you use the PM, you have to roll a d6 to see if it breaks or crumbles to dust. The less powerful PMs might only crumble on a roll of a 1, but the really good ones would always crumble (i.e. on a 6 or less).
  • This flows well with the 'mysterious predecessor race' theme, where these are ancient devices of uncertain and irreplaceable origin, that still function even after millennia of neglect, but are prone to breaking down. Since no one knows how to fix them, once broken, they are basically trash (or they could turn into one portion of sellable goods, if we're feeling generous, and want players to just use them like candy).
  • By going with a system like this, these things could actually show up in a campaign with some regularity, if a GM so chooses, without upsetting the balance of the game too much. They'll definitely upset the balance of a single encounter, but that's kind of the whole point, really.


Breaking Objects

  • Sunders against terrain objects (not unattended objects) changes their terrain states: Blocked → Impeded → Difficult → Unobstructed/Clear. This lets us redo the breaking objects rules to get rid of the language related to the very outdated Abstract Encounter rules, while still maintaining a useful time-scale for doing things like tearing down walls. Sunder DCs will need to be brought back in line with the Skill DC chart.
  • In general, I think terrain objects should have a very low sunder DC (like 15), since anybody who knows how to swing a pickaxe should be able to make their way through it eventually. The variable we need to talk about is Durability -- how many rounds would it take a dude with a pickaxe to turn a 5-foot section of castle wall from 'Blocked' terrain to 'Impeded' terrain? Each state change should, in my opinion, take the same amount of time (mostly for simplicity).
  • We can also talk about things like Assists (possibly mandatory for large-scale works like sapping a castle wall?), and time, and how much effort a non-hero can really put into performing sunders per hour.
  • We already have a rule that you can only perform a single combat maneuver per round, so even level 35 heroes are limited to 1 sunder per 6 seconds, assuming we don't put further limitations on this.
  • We can talk about siege weapons later; I don't think we should factor them into this conversation -- I'd rather make them work organically with the system after the fact.
i think i violently agree with all of this :)  The terrain progression is just awesome, as it makes all sorts of possibilities just happen. (we could have difficult terrain 'splash' from the site of siege attacks, to represent debris fields, for example)  the difficulties in the charts were partially converted to 'DC at CR' format already, which I tentatively agree with as our model moving forward.  siege could/should be last, so we can scale those devices properly against DC's, which already should have CR coded into them to gain the proper numbers.  siege and settlements could include a possible vehicle pass as well.

Notes / To Do

  • random loot generation
  • random remnant generation (a built-in roller would be cool)
  • We could also consider making 'civilized' versus 'uncivilized' treasure parcels for monsters (could be keyed off of the monster's INT stat, meaning no changes to existing monsters, just changes to the main template), which would affect whether some of the treasure was in coins, gems, trade goods, versus just 'sellable goods' (read: goopy bits).
  • treasure idea: in addition to remnants, other currencies could drop (settlement currencies, magic item upgrades, eggs (for mounts), etc.), maps to other locations of interest, a way to spawn specific encounters. This would also be a good way to put single-use magic items into the game (which could be anything from a bottle of alchemist's fire to a scroll that calls a deific champion to help you for one round, or a genie that grants you a single wish).
  • need to issue guidelines for adapting content from other systems? the heavy/legend roles might need to be emphasized for conversion tasks
  • revisit the Vehicle Combat rules. Clean up, simplify, and remove language about multiple piloting skills, stat dependency on ship class, etc. Perhaps vehicles should perform like magic weapons (enhance bonus, properties, dweomermetal) that the pilot 'wields' to attack. This would allow the use of to-hit rolls, instead of maneuver checks for attacking. Try to make the system more like traditional combat... maybe figure out a way to remove facing.
  • figure out a way to make the bailiwicks more distinct from their associated knowledge skills. In some cases, it's not bad (Spycraft vs Know:Local), but in many cases, it's ambiguous (Reason vs. Know:Logic; Naturalism vs. Know:Nature, etc.)
  • consider cross-referencing all the between adventures into each of the appropriate skills.
  • clean up weapon page tables, adding categories for their weapon groups, handiness, and size.
  • update monster template to account for adding a role to a monster with a modified # of attacks

Feats With No Associated Class this category serves as a handy reference for old feats to be re-worked into potential magic items


Possible New Feats:

  • Bard
  • crowd pleaser - the bard may target one additional target with their Bardic Performances. This feat may be taken more than once, each time increasing the number of affected targets by 1.
  • Druid
  • Ranger
  • Partisan
  • introvert - 6th - add partisan level to healing
  • solipsist - 16th - add partisan tier as dr/er
  • surveillance - 26th - add introspection/introvert/solipsist to allies in aura
  • caltrops - add partisan level in damage against any attacked foe in aura, once per attack, hit or miss
  • trap damage table?
  • re-write perform skill to collapse it into a single skill (instead of subskills).
  • Perform: performance complexity - clarify to setting the CR of the song
  • same for entertaining an audience
  • need a note in the ability scores page (and probably the caster pages) that you can't get spells of a higher level than your class level allows, even with a high stat.
  • add new status conditions that inflict a circle penalty (or alter existing conditions to include it)
  • create a "circle 0" and update the various mana burning rules for it.
  • Update Between Adventures section on Spell Research to clarify language about adding metamagic to a researched spell -- metamagic added /can/ increase the gross spell level above 17, just not be added as research to produce an infinitely metamagicked spell.


  • Character Sheet:
  • PDF Character Sheet (Fillable) -- yes, this will happen
  • create sample characters for each class, with planned builds up through level 5


  • Monsters:
  • create at least 10 per CR. Still need CR's 19 through 40, but CR's 1 - 18 are done enough for now. currently working on this effort, but with an emphasis of CR's 1-5 (aiming for 20+ for all those CR's), since the MMM makes higher CR's richly populated by default. still need at least 10 for CR's 19-40


  • Setting:
  • Cosmology of Creation page should be tailored to suit our view of the campaign setting. If we try to keep it 'generic', it will feel hollow.
  • decide how the many races factor into our default setting. Are all the races treated as normal citizens, or are some discriminated against (half-orcs, for example)? Are non-human races (in particular the oddball ones) sometimes born to human parents, or are they only products of their own purebred lineages?


Cleanup Tasks

  • Finish moving the following into their respective templates:
  • fighter tactics
  • Equipment pages -- finish them, clean out the stupid stuff
  • finish the Designing Skill Challenges section on the Game Master's Guide page.
  • 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).
  • need to update / create page for monster types and subtypes.
  • need to review any broken links to subtypes that we don't actually want to define (e.g. azata)
  • create a "tactical" keyword and category that would identify feats, abilities, skill uses, etc. that are very dependent on a map, and wouldn't work well in a 'theater of the mind' game.

Bonus Systems

  • Settlements and Sieges
  • Epic Skill System
  • Followers / Leadership / Large-Scale War Rules
  • Auramancy / Blood Magic
  • Divine Domains (any character class; part of pre-apotheosis)
  • True Dweomers
  • Prestige Classes
  • Artifacts
  • Traps (as enemy combatants)
  • Remnants

Printable Version

  • Need some cover art for a book(let)s. Open to suggestions...
  • leaning towards a 5.5" x 8" book size as our 'starter guide' for cons, ~80 half-pages, for everything: how to play, character classes, equipment, weapons, low-level magic items, status conditions, basically everything you'd need to play up to level 5-ish. Interior will not have art, unless we really want to commission some.
  • Needs to be everything you need to know to play the game (at low levels), without access the internet or the wiki.
  • shouldn't have links or other web-based 'features', and it will need a table of contents and an index.
  • Short appendix that describes some of the other features that are available in the complete game on the wiki.
  • Found some online print sites that will do this for about $10/book, so 20 of these per convention would be about $200 which doesn't seem crazy to me.
  • will give these out to anyone who plays through the module.
  • pre-generated characters on no more than 4 pages each, printed on cardstock?
  • Will give these out to anyone who played that class through the module.
  • should be designed as a good party mix, rather than just 1 of each class; assume somewhere between 5 and 8 players.
  • a module we can run in 4-ish hours that shows off the best parts of our game -- skills, character class uniqueness, dynamic and fun combats, including a 'threat' fight as the finale. Characters should probably be level 1, but I'm willing to consider up to level 3 if there's a good reason to go there.
  • needs to have good opportunities to role-play, opportunities to use skills in an interesting way, and some fun set pieces for the combat encounters.

Siege Weapons / Settlements Notes

  • review 'breaking objects' page, in light of changes to vehicle combat and removal of abstract encounters rules
  • siege weapons - how do they work with the vehicle combat rules?
    • unless we want siege weapons to continue to be cumulative forces, though it seems like people hated all the dice rolling of the abstract encounters
    • right now, vehicles will never penetrate heavy defenses and fortifications; the target DC's are way too high, as are many of the durabilities
  • add weights for all doors and such on the 'breaking objects' page, for purposes of the Might skill.

moving these links to here for future re-write/inclusions/expansion, possibly/probably as part of settlement pass


Possible New Character Classes

  • Physical Adept class (Fleshcrafter?) - arcane-powered melee, re-tool eidolon-style abilities as self-buffs?
  • Mentat Warsage Storm Knight class - intelligence-based melee and thrown weapons user.
  • can 'game out a fight' -- may declare at any point in a round that they have not yet dealt any damage (even after one or more failed attacks) that they are simply gaming out the fight, forgoing all damage for the remainder of the round. In exchange, they gain a massive buff in the following round against that opponent.
  • Toxotes - high damage ranged attacks, trick shots (possibly just create via new rogue talents?)
  • Galvanist - sorceror/prowler/alchemist, focus on The Spark as a way to empower things (weaps/armor/potions) with sparks and essence
  • Seeker - sorceror/ranger/prowler, has 'target/treasures' they are looking for, can have up to five, each treasure/target allows them to activate a diff power/class feature, they have to pick new ones as they find old ones or they lose powers
  • Templar - arcane/urban fighter//paladin striker/tank, much stronger if has a place to defend or a crusade to advance. Can use a taunting variant of mirror image (can't attack, but taunts and soaks up a hit or two).
  • Effigy (Artifact? Vestige?)
  • the character is an actual artifact, which is intelligent. The actual artifact is /somewhere/, though even the player may not know where. They have extended their consciousness into a remote effigy (moppet?) with which they interact with the world. look at material for the warforged as inspiration?
  • they can use their experience to augment their effigy, giving it better abilities
  • like a summoner or pet class, except that the master isn't present on the battlefield
  • Assassin: inflicts and spreads bruise/bleeds/ruptures; can end all effects to deal that much damage to all enemies (even non-bleeding ones)
  • Horolog master of clockworks, makes ether-powered devices that do stuff (attacks, defenses, pets, buffs, move, mounts?) the martial-version of an alchemist
  • Oracle divine-powered sorcerer/paladin, has the ability to give blessings, lays curses, has no heal but can absorb damage from allies in a radius and lay on hands. sorcerer/cleric/paladin hybrid with unique damage transfer power+
  • Jinx: can store up and use failed d20 checks (to-hits, saves, etc.) to unleash powerful curses and debuffs. Encouraged to take wild risks in order to miss more (and have that wild payoff when they don't fail).

Reminder links to complete additional classes at future date


Ideas For Class Features

  • Death Attack (Ex) prowler, ranger, partisan, warlord? x times/day perform a magnum-size hit like monk?
  • Swift Death (Ex) same classes as candidates, add more times per day
  • Angel of Death (Ex) use up all death attacks to roll a coup de grace
  • Live to Tell the Tale (Ex) barbarian, partisan, brawler? x times/day roll maneuver offense vs attackers maneuver defense to negate a hit
  • Elaborate Attack (Ex) bard, paladin, rogue, fighter? spend a full BAB attack roll (or any 5-foot step?) to trigger a class feature (finale for bard, smite for pally, sneak for rogue, challenge for fighter?)
  • Spell Critical (Su) sorc, wiz, druid? if confirms a critical with an attack, can cast a spell as a swift action. aimed at rays, but leave open-ended for dual/multi/prestiges
  • Inspiring Demeanor (Ex) bard, cleric, fighter, paladin, warlord? roll maneuver offense against the maneuver defense of an ally to upgrade one action to the next higher action x/day
  • Arcane Pool (Su) sorc, wiz, bard, ranger? 1/2 caster level plus Int mod /day, spend a point from the arcane pool to add +1 to-hit with implement (8th), or, character level to damage done by a spell to one enemy (23, 28, 33) or, +1 to save DC (13), or +1 to spell penetration (18). starts at 1 point/round max, scales to 2, 3, 4, 5. damage feature is multiplicative, 5 points adds 5x level to up to 5 targets (!)
  • dismount abilities for mounts -- special attacks that can only be performed as a dismount action. Think something like a bull rush that immobilizes everyone you manage to push (after the push concludes).
  • Steelborne (Ex) cleric, bard, brawler, prowler, warlord, rogue? Allows the class to count their levels as Fighter levels for qualifying for feats. Differentiate by level acquired (8th for warlord, brawler, prowler, 13th for cleric, 18th for bard?) and by how 'strong' the fighter qualification is (warlod fighter = -5, brawler = -3, bard = -15, etc.)
  • Indestructible (Ex) cleric, paladin, warlord, fighter? Complete immunity from critical hits while wearing heavy armor (c28, w23, f18?) improves to immunity to precision damage as well five levels later?
  • Deadly Defense (Ex) rogue, ranger, fighter, warlord, partisan? Whenever you ready an action to attack a foe outside your current melee reach, add +2 to the threat range of your attack and add your character level to the damage dealt as base damage (!!)
  • Combat Advisor (Ex) bard, cleric, paladin, rogue, warlord? Whenever you miss with a melee attack, (and don't spend an action point) you may designate an ally within 30 feet that can see you to gain a +1 (morale? martial?) bonus on their next attack against that target. improves to next attack against any target, +2 against that target, +2 against any target, +1 to any target until end of the encounter. doesn't stack, of course.
  • Throw Implement (su) sorc, wiz, bard? x times per day, converts any spell which deals damage with a circle into a single-target ray with a range of 60 feet, embodied as charging the currently wielded implement and throwing it.
  • Path to Refuge (sp?) cler, dru, sorc, wiz? x times per week, manaburn 1 spell per hundred miles to return to your 'refuge'. manaburn same x spells per additional person to bring with you. cler 13, dru 18, sorc/wiz 23?
ranger?
  • Stored Life (su) barbarian, brawler, fighter, partisan, paladin? when affected by a status condition, sacrifice a class feature for the remainder of the day to ignore the condition until the end of the encounter. rage power, tactic, type of attack, lay on hands, feat, etc, are all eligible.
describe this as Essence Omission; seems to follow the same rules 
  • Killing Focus (Ex) barbarian, fighter, monk, ranger, rogue, pariah, prowler, brawler? spend a swift action to focus on an opponent. If you then use a full attack action to attack that foe, making the maximum number of attacks, gain +1 to-hit and +1 base weapon damage with all attacks. Note: once gained, persists until the foe dies or you focus on something else, stacks!
  • Shadow Double (Su) bard, monk, pariah, prowler, rogue? x-times per day, move so sneakily you seem to be in two places at once. gain a flanking bonus with yourself, or, gain concealment, or, gain mirror image effect.
  • High Strike (Ex) barbarian, brawler, fighter, monk, prowler? a scaling number of times per day, if you make an attack from higher ground, gain a bonus attack as a swift action (!) this can be triggered by using climb, making a jump, using native sloped terrain, or by having a hover, vault, or fly speed.
  • Inveigle (Su) bard, cleric, pariah, sorcerer, warlord, wizard a scaling number of times per day, make a maneuver offense or caster check against a target within scaling distance. if you succeed, they no longer count as allied creatures to their former allies, and count as allies of you and your side instead. they provoke, cannot move through their former friends, do not grant flanks, etc. conversely, they now cannot make attacks of opportunity against your side, can be moved through without issue, and can be used to gain flanking. lasts for 1 round, scaling to end of encounter. can scale to allow multiple creatures to be affected per use of the ability
  • Everburn (Su) brawler, fighter, paladin, partisan? gain the ability to spend an action point to gain an action even while under the effects of a condition which normally removes the ability to take actions, such as helpless, paralyzed or petrified.
  • Serendipity (Su): Bard, urban barb, brawler, cleric, prowler, warlord? When you or one of your allies within 30 feet rolls any d20 check, use this ability as an immediate action before the results of the roll are checked to tweak the odds in their favor, increasing the result of the die roll or check by 1. This CAN turn a normal hit into a critical threat, but it cannot make an attack roll a natural 20. The character can use this ability a number of times per day up to their character level of the class that grants the ability. At intrepid tier (second tier) of the granting class, and every additional tier thereafter, they can increase the die result of the target's roll by an additional 1 by using up more of their daily uses. For example, a 12th-level bard with three tiers of bard has 12 points of serendipity, and can spend up to three points of serendipity to increase an ally's roll by 3 in one immediate action.
  • candidate for prestige class: mystic theurge is super cool, should be in the running for an early prestige class
  • check 'vigilante' class for ideas for possible skills expansion pass, might be some interesting ideas in there


critical path thoughts:

nine primary stats, seven derived stats Str-ength Physical strength, lift/carry/throw, melee damage, adds to PD, stamina, stun, Dex-terity Physical quickness, adds to physical hit and dodge, SPD Bod-y Physical hardiness and toughness, adds to ED, stamina, stun, recovery, stagger

Ego-tism Mental strength, Telekinetic lift/carry/throw, mental damage of all sorts Int-elligence Mental quickness, adds to mental hit and dodge, SPD Wil-lpower Mental hardiness and toughness, adds to DR, stun, stagger

Tal-ent Arcane strength, arcane lift/carry/throw, arcane damage of all sorts Cra-ft Arcane quickness, adds to arcane hit and dodge, SPD Abi-lity Arcane hardiness and toughness, adds to DR, stun, stagger

PD ED DR

Spd

REC STA STN


Interesting Links