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.
== 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. Note that the [[Flat-Footed]] condition is a weak in our game, so -2 isn't necessarily too small, since it also affects a bunch of other things (man off and man def, can't make AOO's, susceptible to sneak attacks).
* '''Monkeying with AOO's:''' What if each class handled AOO's differently? What if only some classes treated AOO's as an attack, while others could follow along (step up feat), or others could prevent the movement (pin down feat), etc.?  Some classes (bards, sorcs, wizards, for example) might not get AOO's at all. 
:* while this may sound like a lot of work, it isn't that much (about 20 abilities, max, some of which could be repeated, if we're feeling lazy).
:* the goal would be to make movement during combat more attractive, without also making it too easy for combatants to simply run away all the time.
:* recommend avoiding any situation where a party of 8 players could stack 8 different debuffs on a monster just because it provoked; the AOO replacement would need to be movement-based, or attack-based, not status-condition- or penalty-inflicting-based. (Generally).
::* e.g. a rogue/prowler that gets an AOO because of a monster's movement might get one or more squares of free (non-provoking) movement.
::* e.g. a cleric/warlord that gets an AOO might be able to shift an ally's position, or issue a command for some sort of action
::* e.g. a brawler might get a free punch on the creature, like the normal AOO
::* a fighter might elect to stop the creature's movement (like Pin Down).
:* was also thinking AOO's maybe ought to be immediate actions, using up an action currency for the round.  Some classes might get more than one of these, and the combat reflexes feat could also be changed to add a limited number as well.
::* changing combat reflexes is something we should probably do anyway.
* '''Spell Action Costs:''' I love the notion of PF2's spell casting action economy - a spell requiring a verbal and somatic component requires two actions to cast. A spell which is VSM requires 3 actions. 
:* this could be translated into EP, and merged with the action economy of metamagic to do some neat things.
:* essentially, metamagic becomes a deliberate act of increasing spell casting time to get a greater result from the spell.
::* conversely, some metamagic reduces the action to cast the spell. (Quicken, Still, Silent).


==Pets==
==Pets==

Revision as of 18:37, 20 March 2018