Talk:Epic Path: Difference between revisions

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  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.
  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.


== Pathfinder 2.0 Ideas Worth Contemplating ==
== Stolen Ideas Worth Contemplating ==
* '''XP''' - all levels require 1,000 xp to reach the next level. Reset to zero each time you level up.
* '''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.
:* 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.
:* 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.


==Pets==
==Pets==

Revision as of 18:09, 20 March 2018