Talk:Epic Path: Difference between revisions

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  I don't think we need to nerf Fireball's Circle damage, since we've altered the way selective works.  The problem with unlimited target AOE's like Fireball isn't the damage they do, it's the ease with which a player can cast them while excluding their allies.  With the change to [[Selective Spell (Feat)|Selective]], the damage is nerfed when they do this.  A well-placed fireball that doesn't need to exclude allies, on the other hand, should be a glorious thing.
  I don't think we need to nerf Fireball's Circle damage, since we've altered the way selective works.  The problem with unlimited target AOE's like Fireball isn't the damage they do, it's the ease with which a player can cast them while excluding their allies.  With the change to [[Selective Spell (Feat)|Selective]], the damage is nerfed when they do this.  A well-placed fireball that doesn't need to exclude allies, on the other hand, should be a glorious thing.
I'm leaning that way as well. It costs a feat to even try it, and promotes party coordination. I'm a little worried about having indiscriminate attacks at all, though, since the player damage scales so aggressively.  But I suppose if an immature/griefing player wants to be a jerk, there's no real way to stop it.


  should we play with damage types a little? for example, should 'nascent' damage heal plants, the way negative energy can heal undead? or will making odd rules about different damage types just overly complicate things?
  should we play with damage types a little? for example, should 'nascent' damage heal plants, the way negative energy can heal undead? or will making odd rules about different damage types just overly complicate things?
I've been thinking this over, and i'm torn. nascent damage SHOULD be like negative energy and have different effects on plants, darn it. but we've already gone the other way with positive and negative, a little, so I'm not excited to make this messier. I vote nope, damage is damage and no more complicated effects, unless the DM wants to rule otherwise.


* alignment-based damage: should this still be a thing? If so, does it need a damage type for each alignment? If so, what rarity are those?
* alignment-based damage: should this still be a thing? If so, does it need a damage type for each alignment? If so, what rarity are those?
does the ethos of the inficter over ride the type of damage? IE, good-sourced fire damage. is it energy or what? I'm voting we remove this rider, it enormously complicates matters.  this means a change to monks, paladins, and some monsters, though


==Breaking things==
==Breaking things==
* manufactured things Are immune to earth glide, tunneling, burrowing
* manufactured things Are immune to earth glide, tunneling, burrowing
 
* need a method for building up sunder to-hit over time??


==multi-classing==
==mana-burnig==
Casters can burn a spell of any level when casting another spell to increase the save dc to hybrid
Casters can burn a spell of any level when casting another spell to increase the save dc to hybrid?
* can also burn a spell to increase spell effects as though caster level was character level
* you can't increase spell level above what your character level (NOT class level) would enable you to cast
* doing so moves the spells damage up on the damage scale. for each step you move up, requires one spell to be burned.
* ex1: a 25th level wizard casts the old classic, fireball. fireball does 3rd level spell damage, 1d6 per level, max 10d6. the wiz moves it to a hybrid save and 9th level spell damage, 1d6+3 per level, max 25d6+75. this costs eight spell slots, the 3rd level slot for the spell, one spell slot to change the save to hybrid, and six spell slots to move the damage up six levels.
* ex2: a 13th level wizard/ 12th level fighter casts the old classic, fireball. fireball does 3rd level spell damage, max 10d6. the wiz/fig moves it to a hybrid save and 9th level spell damage (since the character level of 25 would enable a straight wiz to cast L9 spells), which is 1d6+3 per caster level max 25d6+75. this costs the wizard/fighter eight spells slots (which is MUCH more expensive for a 13th wiz), but gets a full-tilt 25d6+75 fireball.
* metamagic feats stack normally, and only escalate the 'base' spell slot.
* any spell slot may be burned, but it must contain an un-cast spell. once burned, the spell is gone until recovered normally. this gives a solid use for low level slots.
* any spell slot may be burned, but it must contain an un-cast spell. once burned, the spell is gone until recovered normally. this gives a solid use for low level slots.
* scrolls can be used as fuel as well.
* scrolls can be used as fuel as well?


==Highest Priority Things To Do==
==Highest Priority Things To Do==
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* Add Linguistics skill use for 'Identify Accent' to determine ethnicity or origin of a speaker.
* Add Linguistics skill use for 'Identify Accent' to determine ethnicity or origin of a speaker.
* Add Knowledge (Local) skill use for 'shopping' to determine how many magic items you can purchase in a single full day.
:* needs modifier for 'speed shopping'.


* create a bunch of magic items that are useful for pure caster classes, to give them something to spend money on.
* create a bunch of magic items that are useful for pure caster classes, to give them something to spend money on.
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:* Rules for bonuses from fluff which give general 'not to exceed' values.
:* 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).
::* plus for caster level (+1 to +3), and plus for creativity (+1 to +2).
* 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.


* [[Perform]]: performance complexity - clarify to setting the CR of the song
* [[Perform]]: performance complexity - clarify to setting the CR of the song
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* 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.   
* 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.   


== Stolen Ideas Worth Contemplating ==
== rebalance classes pass ==


=== Full Attacks===
=== Full Attacks===
* starting at level 1, all classes get two attacks when making a full attack.  The total number of attacks at higher levels doesn't change, we just front-load it.
* starting at level 1, some classes get two attacks when making a full attack.  The total number of attacks at higher levels doesn't change, we just front-load it.
* (optional) instead of an iterative -5 to each attack after the first, all attacks suffer a -5 penalty to hit when making a full attack.
* some classes, instead of an iterative -5 to each attack after the first, all attacks suffer a custom penalty to hit when making a full attack.
:* on average, this would not change the to-hit numbers for any characters except full bab characters, after they get their 4th attack.
:* on average, this would not change the to-hit numbers for any characters except full bab characters, after they get their 4th attack.
:* on average, this would lower to-hit numbers for characters that make use of haste, cleave, or other bonus attack methods, used during a full attack.
:* on average, this would lower to-hit numbers for characters that make use of haste, cleave, or other bonus attack methods, used during a full attack.
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=== Shields===
=== Shields===
* AC bonus from shield isn't applied unless you spend an action to bring your shield to bear.   
* for some classes, AC bonus from shield isn't applied unless you spend an action to bring your shield to bear.   
:* probably a swift? maybe a move? definitely not a standard.
:* probably a swift? maybe a move? definitely not a standard.
::* could give different AC's depending on what action type you use
::* could give different AC's depending on what action type you use, based on class
:* in addition, when wearing a shield, you can use an immediate action to reduce a single attack's damage as an immediate action
:* (optional?) in addition, when wearing a shield, some classes can use an immediate action to reduce a single attack's damage as an immediate action
::* amount of damage reduction based on shield size, but would need to be enough to be 'worth' an immediate action
::* amount of damage reduction based on shield size, but would need to be enough to be 'worth' an immediate action
::* 3 + 1/2 level for buckler, 3 + level for lt shield, 3 + double level for hvy shield (?)
::* 3 + 1/2 level for buckler, 3 + level for lt shield, 3 + double level for hvy shield (?)
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::* could shield block more than once per round, but see 'monkeying with AOO's' above for other uses of immediates.
::* could shield block more than once per round, but see 'monkeying with AOO's' above for other uses of immediates.


=== Non-Lethal Damage ===
* Instead of tracking it separately, only the killing blow to a creature (the one which reduces it to 0 hit points or fewer) counts towards lethal/non-lethal.  If a creature's hit points are reduced to 0 or fewer by a non-lethal attack, they are KO'ed instead of killed.  In all other cases, non-lethal damage behaves exactly like damage, and is tracked exactly like damage.
:* this would mean healing would become somewhat weaker in fights where non-lethal is used against players, since it wouldn't be a separate healing stack from regular damage.
:* however, it would greatly simplify the hit point tracking in the game.


=== Skills ===
=== Skills ===
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:* Skill Prodigy (Feat): +1 bonus to skill, crit on 17-20 (+10 on result), new skill uses available (champions level super-hero stuff)
:* Skill Prodigy (Feat): +1 bonus to skill, crit on 17-20 (+10 on result), new skill uses available (champions level super-hero stuff)


==Pets==
==Pets/Summons==
* use one or more of their owner's attacks in order to act (one or more times)
* use one or more of their owner's attacks in order to act (one or more times)
:* would allow secondary/tertiary attacks to go as pet's full bab/secondary bab
:* would allow secondary/tertiary attacks to go as pet's full bab/secondary bab
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==Haversacks and Cubic Feet Limits==
==Haversacks and Cubic Feet Limits==
* suggest allowing haversacks to hold anything, as long as the item(s) don't exceed the haversack's weight limit; ignore bulkiness.
 
:* we could have more than one model of haversack, since they are basically mandatory magic items anyway; interesting choices.
:* 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.
::* '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.
::* '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.
::* '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.
::* '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.
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::* 'kidnapper's' haversack - can keep willing (or helpless) living things in the sack, in a state of stasis. 30 lbs actual weight.
::* 'kidnapper's' haversack - can keep willing (or helpless) living things in the sack, in a state of stasis. 30 lbs actual weight.
::* '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?).
::* '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?).
* I realize this steps on portable holes and potentially bags of holding.
 
:* never liked portable holes anyway.
:* 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.
:* 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.
::* 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.
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== Damage Resistance and Energy Resistance Simplification/Expansion ==
== Damage Resistance and Energy Resistance Simplification/Expansion ==
All resistance is simplified down to a Resistance Type, Abundance, and a Keyword.
Energy: Common, Uncommon, and Rare (exact terms to be defined)
Physical: Common, Uncommon, or Rare (exact terms to be defined)
Examples: Fire, Cold, Sonic, Lightning, and Acid are (Energy, Common).  Negative, Positive, Light, Force are (Energy, Uncommon).  Holy, Sunlight, Darkfire, Thundercrash, Freezacid, are (Energy, Rare).
Examples: Slashing, bludgeoning, Piercing are (Physical, Common.)  Falling, Drilling, Gnashing are (Physical, Uncommon.)  Fracture, disintegration, Dissolution, are (Physical, Rare.)
Spindle, mutilate, lascerate, crushing, buffeting, poison, corrosion, necrosis, flensing
Many attacks are coded by naked keywords (fire damage), but all resists are coded by (Type, Abundance).  Only six types of resists are available.  If you have all three of a Type, it is effectively /-. 


NOTE: We can, if we want, have 'limited' versions of abundances.  For example, skeletons could have DR (Common physical) that is bypassed by bludgeoning.  As I think of it, this keeps the flavor of skellies but uses the new mechanics.
NOTE: We can, if we want, have 'limited' versions of abundances.  For example, skeletons could have DR (Common physical) that is bypassed by bludgeoning.  As I think of it, this keeps the flavor of skellies but uses the new mechanics.




Implications:
This change greatly expands physical damage.
This change greatly expands energy damage.
This change makes getting "/-" easier.
This change implies that physical DR is going to be 'reversed' so it works mechanically like ER.  This narrows physical damage.
This change will allow us to re-look the weapons, qualities, and properties, if we want.
This change will allow us to re-look the weapons, qualities, and properties, if we want.
This change will require us to re-look and re-define the dweomermetals.
This change will require us to re-look and re-define the dweomermetals.
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This change will require us to re-look/rebuild monsters. (Template changes? Again? Ugh.....)
This change will require us to re-look/rebuild monsters. (Template changes? Again? Ugh.....)


The upside is it 'cleans up' the godawful DR vs ER mess, and it allows us to greatly expand/improve monsters, weapons, shields, dweomermetals, etc.


== Energy Damage Types ==
== Energy Damage Types ==
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  (RD) the more I think about this, the more I think it should be a feat, or class feature, or something. It's too powerful, even with the HP loss.  It's effectively the Quicken Spell feat for magic items.
  (RD) the more I think about this, the more I think it should be a feat, or class feature, or something. It's too powerful, even with the HP loss.  It's effectively the Quicken Spell feat for magic items.
fold this into the class redo then


==slotless notes==
==slotless notes==
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** items which are normally "slotted" items but are converted to slotless cost triple normal price.
** items which are normally "slotted" items but are converted to slotless cost triple normal price.


==multi-classing / dual-classing==
* 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 ===
=== Things to consider for multi-classing / dual-classing ===
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* Sorcerer Bloodlines page
* Sorcerer Bloodlines page
* Wizard Schools rebuild (tied to Spells pass, ugh)
* Cleric Domains page
* Cleric Domains page



Revision as of 12:32, 25 September 2018