Talk:Epic Path: Difference between revisions

From Epic Path
Jump to navigation Jump to search
No edit summary
 
(896 intermediate revisions by 2 users not shown)
Line 1: Line 1:
__NOTOC__
__NOTOC__
* fix spell tables such that spells which don't display a spell level for that class are red-linked.
* need to create wands for the new selective metamagic feat
* need to talk about action economy of metamagic feats applied to spells which are faster than a standard action (do they become full round actions? what about spells which are immediates and only work as an interrupt?)
* need to create wands for the new multi-target feats
:* example: Bungle
* added notes to the [[Talk:Injury,_Death_and_Dying]] page - hardcore mode
* added notes to the [[Talk:Character_Retraining]] page - strongholds


* add some notes to the [[Spells]] page, regarding GM's adjudicating 'fluff' vs 'crunch'.  
https://www.youtube.com/watch?v=3C2V5GtqTpA
:* Specific examples are direct damage (crunch) vs. illusions (fluff).  
 
:* Rules for bonuses from fluff which give general 'not to exceed' values.
https://docs.google.com/document/d/10l7QaghWH9XbHv6SAwvPtBWWc8up3tCpJYjJydVpRsw/edit
::* plus for caster level (+1 to +3), and plus for creativity (+1 to +2).
 
* 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 "<span style="background:black; color:white">REDACTED</span>"
* 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 &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.
:* 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.


* review [[Icy Prison (Spell)]] and [[Icy Prison, Mass (Spell)]].  Too powerful for being the same caster level as Hold Person, but good flavor.
===Notes / To Do===
* random loot generation
* random remnant generation (a built-in roller would be cool)


==Highest Priority Things To Do==
* 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).
* create new monsters for CR's 18 through 25


* spells pass - rebalance / retool all spells; cut out really terrible / useless spells
* 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).


* Add Linguistics skill use for 'Identify Accent' to determine ethnicity or origin of a speaker.
* need to issue guidelines for adapting content from other systems? the heavy/legend roles might need to be emphasized for conversion tasks


* create a bunch of magic items that are useful for pure caster classes, to give them something to spend money on.
* 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.
:* extend duration of spell
:* remove level cap on damage of spell (doesn't change scaling)
:* increase # of targets for spell
:* change shape of AoE of spell (or add an AoE to a spell)


* consider fixing the pricing models for the magic item creation sub-pages.
* 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.)


* review equipment bonuses to skills: e.g. masterwork tools, thieves' tools
* consider cross-referencing all the between adventures into each of the appropriate skills.
* Add definition of triggered free action


* review 'breaking objects' page, in light of changes to vehicle combat and removal of abstract encounters rules
* fix tables on [[Between Adventures]] page.
* 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.


* Make traps more interesting/fun
* clean up weapon page tables, adding categories for their weapon groups, handiness, and size.


* Redo analysis pass for all character classes
* update monster template to account for adding a role to a monster with a modified # of attacks
** I'd like to revisit the Brawler's restriction on magic weapons (e.g. Amulet of Mighty Fists). Why? (I forgot)


* feats:
[[Feats With No Associated Class]] this category serves as a handy reference for old feats to be re-worked into potential magic items
** Warlord - more formation dice
** Ranger - more quarry dice
** Ranger - better traps (better action economy, use against an occupied space)
** 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
** Fighter - able to challenge one additional target each round (epic?)


** Add feats per Jeff to boost Dispel Magic, similar to Dimension Door, Lightning Bolt, etc.


* Counterspell Feedback - When you counter and enemy's magical effect with a counterspell, you gain an effect based on the type of spell used. Effects last to the beginning ot the opponent's next turn unless otherwise specified.
=== Possible New Feats: ===
:* abjuration - gain a +2 to save and AC against the opponent
* Bard
:* conjuration - move the enemy 5 ft per spell level used
:* 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.
:* divination - enemy insight - gain knowldge of the enemy as if you
* Druid
made a challenging check
* Ranger
:* enchantment - opponent is distracted
* Partisan
:* evocation - do 1d6 damage per spell level
:* introvert - 6th - add partisan level to healing
:* illusion - fog senses - everything beyond 5 ft from the opponent has
:* solipsist - 16th - add partisan tier as dr/er
concealment
:* surveillance - 26th - add introspection/introvert/solipsist to allies in aura
:* necromancy - unsettled - opponent is shaken
:* caltrops - add partisan level in damage against any attacked foe in aura, once per attack, hit or miss
:* transmutation - opponent is slowed


* change death checks to fort save, dc equal to negative hit point total.
* trap damage table?
:* three failed saves equals death


* update spells page:
* re-write perform skill to collapse it into a single skill (instead of subskills).
:* when we update bonus types, many sections, but in particular the 'stacking effects' section, will need updated
:* [[Perform]]: performance complexity - clarify to setting the CR of the song
:* 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).
:* same for entertaining an audience


* 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.
* 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.


* [[Perform]]: performance complexity - clarify to setting the CR of the song
* add new status conditions that inflict a circle penalty (or alter existing conditions to include it)
** same for entertaining an audience
:* create a "circle 0" and update the various mana burning rules for it.


* converting ammo into templates (necessary?)
* integrate hustle rules on the [[Types of Movement]] page onto the [[Environmental Effects]] page.
* converting magic properties - implements / armor / shields into templates
* defining equipment
* 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.
* 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.


* 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)


==blood magic==
* '''Character Sheet:'''
* blood magic - a form of deep magic (true dweomers?) which, in addition to requiring a high level spell slot to cast, also requires a significant hit point cost from its caster.  However, this hit point cost can also be paid from the blood of nearby recently-dead creatures, helpless creatures, or willing creatures. 
:* PDF Character Sheet (Fillable) -- yes, this will happen
:* create sample characters for each class, with planned builds up through level 5


==Stateless Time==
IF we decide to go this route, we need to do a full pass to add 'short rest' and 'long rest' mechanics. The long rest is easy, but we'd need to add stuff to most classes. For example, short rest to remove fatigue for a barbarian, short rest to recharge ranger quarry pool, short rest to allow use of smite again, short rest to do a lot of features.


  or we could just worry about stateless time for spells, to start, and implement it as needed for any class features which seem to encourage the "how long has it been" behavior. I don't feel like any of the examples you gave actually do this (except maybe the barbarian's fatigue); they all explicitly state "during combat" or "at the end of the encounter" or "at the start of an encounter"These are clear delineations, and I'm not convinced we need to make any further distinctions than that.
* '''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 defaultstill need at least 10 for CR's 19-40


correct! sorry, I was unclear. the point I'm trying to make is that we would want to add such mechanics to classes (or racial features, or whatever) so we don't introduce a 'short rest' that only a few people even care about. there should be a reason for most players to be interested in a short rest.  maybe you have to take a short rest before you can get an action point for the next encounter, maybe a short rest is required to clear conditions that currently end at the end of the encounter (which we'd have to clarify with an edit pass), maybe a short rest adds temp hitpoints equal to your Con mod if you're a full BAB class, maybe a short rest restores one spell if you are not a 'full tilt' spellcaster, etc, etc, etc.  If we're going to have the mechanic, then it should be useful to a wide variety of folks, so its a natural and useful part of the gameplay. 


So, I agree that this approach would integrate the concept of a short rest into the game in a compelling enough way to make players care about it (instead of having an orphaned mechanic that only a couple of classes care about)However, I guess my question is, do we actually want to add this mechanic throughout the game? I thought we didn't, unless it was strictly necessary... My suggestion is we could find another way to approach this without creating / integrating a short rest mechanic.  For example, the [[Fatigued]] condition is ended by sitting or lying down for 15 minutes.  This is identical to the idea of a short rest, but doesn't actually create a mechanic for a short rest.
* '''Setting:'''
:* Cosmology of Creation page should be tailored to suit our view of the campaign settingIf 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? 


== Stolen Ideas Worth Contemplating ==
* '''XP''' - all levels require 1,000 xp to reach the next level. Reset to zero each time you level up.
:* would mean most xp award parcels would be a static amount: 125 xp at heroic, and less at higher levels.
:* useful for GM's to keep track of how close the party is to the next level without just completely getting rid of xp and leveling up by fiat.
* '''Everything is a feat''' - all class features, spells, skill uses, possibly even strong saves (instead of weak), are expressed as feats.  At each level, you get to choose a feat from one or more specific lists.
:* this makes character class design more object-oriented; you can easily add new abilities to a class without breaking anything (assuming the new ability is appropriately scaled).
:* allows far more variety between any two characters of the same class, and a reason to play the same class more than once.
:* could still give each class specific flavors, since they usually don't share their lists with anyone else.  The monk could still have a ki pool mini-game, with a list of ki abilities they can slowly expand upon. etc.
:* not as confident that spells should be part of this. I'd probably make it more along the lines of metamagic feats.
::* some danger of same-iness between classes, without careful planning.
* '''flat-footed''' - get rid of flat-footed AC, and just make it a condition that inflicts a static penalty to your AC. This would harm hi-dex characters, and help lo-dex characters, but mostly balance out, I think. 
:* also, have flanking cause the flat-footed condition. this is simple, and makes for consistency in rules (rogues need flat-footed to sneak attack, instead of flat-footed or flanking).
:* tying flanking to flat-footed would also mean a mob can't be both flat-footed AND flanked.  reducing types of stacking bonuses and penalties will simplify combat, which is a good thing.
:* PF2 suggests flat-footed is always a -2 to AC, replacing the +2 to-hit from flanking.  This feels small to me, but -4 feels too big.  I lean towards -3.


==Pets==
=== Cleanup Tasks===
* use one or more of their owner's attacks in order to act (one or more times)
* Finish moving the following into their respective templates:
:* would allow secondary/tertiary attacks to go as pet's full bab/secondary bab
:* fighter tactics
:* makes balancing pet damage much easier, since it directly subtracts actions/damage from the owner
:* 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.


==Haversacks and Cubic Feet Limits==
=== Bonus Systems ===
* suggest allowing haversacks to hold anything, as long as the item(s) don't exceed the haversack's weight limit; ignore bulkiness.
* Settlements and Sieges
:* we could have more than one model of haversack, since they are basically mandatory magic items anyway; interesting choices.
* Epic Skill System
:* we could say that no character can ever have more than one haversack, or we could just make them expensive enough that having more than one is a bit painful.
* Followers / Leadership / Large-Scale War Rules
::* 'normal' haversack - good weight capacity, low actual weight (5 lbs, regardless of what's in it), only a 3' diameter opening -- nothing bigger than 3' in any dimension can be shoved into it.
* Auramancy / Blood Magic
::* 'wide-mouthed' haversack - slightly less weight capacity, higher actual weight (10 lbs, regardless of what's in it), no limit to size of things you can shove into it, as long as it doesn't exceed weight capacity of bag.
* Divine Domains (any character class; part of pre-apotheosis)
::* 'quick-draw' haversack - x times per day, draw an item from the sack as a free action (instead of swift). lower weight capacity, but otherwise same as 'normal' haversack.
* True Dweomers
::* 'kidnapper's' haversack - can keep willing (or helpless) living things in the sack, in a state of stasis. 30 lbs actual weight.
* Prestige Classes
::* 'smuggler's haversack - looks like a shirt, takes up chest slot (isn't slotless). 1 lbs actual weight, but less the capacity than a normal one (half?).
* Artifacts
* I realize this steps on portable holes and potentially bags of holding.
* Traps (as enemy combatants)
:* never liked portable holes anyway.
* Remnants
:* bags of holding could still be auxiliary storage, and we could add a consumable trait to them, allowing them to be permanently merged with a haversack to increase it's storage capacity somewhat.
::* this increase would (maybe) get blown away if/when the haversack gets upgraded, so it's a short-term means of bridging the gap to the next haversack model.
::* would need to make it more expensive to tack on enough bags of holding to bring the haversack up to the next equivalent weight class.


==Caster Touch Attacks==
=== Printable Version ===
* consider allowing casters to use (low) BAB + pri stat + dex (plus implement bonus) for ranged touch attacks.
* Need some cover art for a book(let)s. Open to suggestions...
:* compare to (med) BAB + dex + enhancement bonus, and (high) BAB + dex + enhancement bonus  
* 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.
:* This should tighten up to-hits, and make touch AC essentially -10 from base AC (due to low bab delta).
:* 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.


== Energy Damage Types ==
=== Siege Weapons / Settlements Notes ===
Simplification of ER/DR, proposal:
* 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.


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


Common:
* [[Siege Weapons]]
* Fire
* [[Siege Gunner (Feat)]]
* Sonic
* [[ Siege Engineer (Feat)]]
* Electric
* [[Master Siege Engineer (Feat)]]
* Acid
* [[Siege Commander (Feat)]]
* Negative


Uncommon:
* Cold
* Quiescence (stifling, silence, stilling) Stilling
* Inertia (enverating?) Stasis
* Dessicating
* Positive


Rare: Exotic
== Possible New Character Classes ==
* Light / Dark
* Force / Void
* Psychic / Organic
* Daylight / Moonlight -and/or-
* Solar / Lunar


Irresistable:  
* '''Physical Adept''' class (Fleshcrafter?) - arcane-powered melee, re-tool eidolon-style abilities as self-buffs?
* Primal = doesn't matter if physical or energy, or maybe is both
* <strike>Mentat</strike> <strike>Warsage</strike> '''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).


Physical Damage Types
Reminder links to complete additional classes at future date


*Bludgeon
* [[Pariah]]
*Slash
* [[Sharp]]
*Pierce


*Claw = Slash + pierce
*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
=== 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


*Melee = per weapon. Note: Add Claw/Rake to weapons?
* Live to Tell the Tale (Ex) barbarian, partisan, brawler? x times/day roll maneuver offense vs attackers maneuver defense to negate a hit


DR types?  
* 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?)


*Bludgeon
* 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
*pierce
*slash
*Claw?
*Rake?


*DR/- = bite already
* 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


Keywords applicable to both DR and ER types?
* 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 (!)


* Lawful(axiomatic?) / Chaotic
* 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).
* Good / Evil
* Spiritual / Dimensional


== Bonus Types ==
* 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.)
There are 29 bonus types:
* Untyped Bonus


* Alchemical Bonus
* 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?
* 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


Based on current plan for magic redo, the following bonus types might be eliminated:
* 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 (!!)
* Alchemical Bonus
* Competence Bonus (?) - ''does a bard's performance count as a "charge"?''
* Insight Bonus
* Luck Bonus
* Martial Bonus (?) - ''does a warlord's battle standard count as a "charge"?''
* Morale Bonus
* Profane Bonus
* Sacred Bonus


to be replaced with:
* 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.
* arcane bonus
* divine bonus
* vital bonus (both arcane & divine)


==Item Activation==
* 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.  
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 lossIt's effectively the Quicken Spell feat for magic items.
* 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?


==slotless notes==
* 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.  
* get rid of synergy bonus for multiple enchants on single items.
describe this as [[Essence Omission]]; seems to follow the same rules
** instead, first enchant is normal cost, any additional enchants cost double.
* slotless items which are only available as slotless items (e.g. handy haversack, flying carpet, etc.) are normally priced
** items which are normally "slotted" items but are converted to slotless cost triple normal price.


==multi-classing / dual-classing==
* 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!
* if you choose to multi-class or dual-class, you permanently give up the use of action points.
* '''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.


=== Things to consider for multi-classing / dual-classing ===
* 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.
:* '''Spell Save DC's:''' use "10 + caster stat + 1/2 level" instead of "10 + caster stat + spell level".  Multi-class and dual-class characters should use their total character level, not 'caster level'.
:* '''Spell Quantity:''' Are there pure caster classes that become too powerful due to spell quantity if they don't multi-class? Can multi-classing be used to min-max spell quantity?
:* '''Weird Combos:''' might want to review the full set of dual-class-combos (120 combos w/16 classes) to assess any obvious edges. For example, what does wizard-sorcerer actually do? Can I spontaneously cast a much larger number of known spells?
:* '''Saving Throws:''' strong saves are front-loaded (+2 at level 1), and every 6 levels is a 'sweet spot'.  Consider altering: strong saves = 1 per level, starting at 1 (1,2,3,4,5), weak saves = 1 per two levels, starting at 0 (0,0,1,1,2), and update monster Save DC's to match.
:* '''BAB:''' are there any class features among the full-BAB classes which break if a character multi-classes into a lower-BAB class?
:* '''Class Specials:''' do any of these (combat edge, quarry dice, sneak attack dice, etc.) need to increment when multi-classing? Does anything break if they don't?
:* '''Feat Support:''' We will need to create a fair number of new feats for each character class akin to the [[Shaping Focus (Feat)]].


== magic weapons notes ==
* 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.  
* 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
* 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
** will not stack with magic, but cannot be suppressed by anti-magic/dispel, etc.
** 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


== Siegemetal Alloys==
* Everburn (Su) brawler, fighter, paladin, partisangain 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.
* like a dweomermetal - any enhancement bonus or magic properties on weapon (or armor?) become extraordinary instead of magic-based.
:* Tempered Siegemetal - max absolute bonus of +5 (12-10)
:* Annealed Siegemetal - max absolute bonus of +10  (20-10)
:* Quenched Siegemetal - max absolute bonus of +14  (28-10)
:* Forged Siegemetal - max absolute bonus of +18  (35-10)
* DR x/magic works against this weapon, since it is not magic.


== Skill Challenges ==
* 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.
* use initiative as a means of controlling who acts when
* require more skill checks each round than there are players -- make the players decide which parts of the challenge they care about most
* 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
* the first round should simply lay out the challenge, and let people know what skill checks exist
** may also want to include mystery checks -- players who don't want to do any of the 'mandatory' checks can try something different
** set the scene -- make sure there's lots of gimmicks, treats, odds & ends to interact with
** determine the timer -- there should be a clearly defined timer -- "if the foe gains ground at least three times, they escape".
* the second round should add a complication or twist, or perhaps a boon (if the players did really well)
* 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.


* 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.
* 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


* 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.


* 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).
critical path thoughts:
** 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".


==character sheet changes==
nine primary stats, seven derived stats
* include [[might]] skill modifiers to encumbrance
Str-ength Physical strength, lift/carry/throw, melee damage, adds to PD, stamina, stun,
* bailiwick skill ranks granted to associated knowledge skill
Dex-terity Physical quickness, adds to physical hit and dodge, SPD
* add button functions from Rick's sheet
Bod-y Physical hardiness and toughness, adds to ED, stamina, stun, recovery, stagger
* start listing out the possible moving parts relevant to combat in the buffs and debuffs tab


==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
** consider moving equipment pages into templates (to pull their data into the master tables)


* 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
{| class="ep-default2 sortable" width="60%"
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].
* 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