Talk:Epic Path: Difference between revisions

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  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.  
  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.  
sounds good. we leave fireball damage alone, in light of selective spell changes.


  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?
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  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.  
  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.  


sounds good, let's leave damage types alone, keep them simple.


* 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
  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
I'm TOTALLY in favor of either eliminating alignment-based damage, OR making it a damage type (physical?) unto itself. I lean towards eliminating it, as it's frankly a little dull.  Spindle damage is much more evocative than Evil damage. Evil damage? WTF is that, anyway?


==Breaking things==
==Breaking things==
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==mana-burnig==
==mana-burning==
Casters can burn a spell of any level when casting another spell to increase the save dc to hybrid?
* allow mana burning to increase save DC's?
* 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?


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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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:* three failed saves equals death
:* three failed saves equals death


 
* create a dr type for only penetrated by


* update spells page:
* update spells page:
:* when we update bonus types, many sections, but in particular the 'stacking effects' section, will need updated
:* when we update bonus types, many sections, but in particular the 'stacking effects' section, will need updated
:* descriptor section - should probably be simplified. Monsters don't use many descriptors (we may change this, but for now, it's not widely used, which is a nerf to many abilities which rely on a particular descriptor being present).  
:* 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).  
::* if we're getting rid of descriptors, we should have a talk about 'Mind-Affecting'.  This is all over the place (Bard, in particular), and will have wide-reaching effects if we want to remove it.


* add some notes to the [[Spells]] page, regarding GM's adjudicating 'fluff' vs 'crunch'.  
* add some notes to the [[Spells]] page, regarding GM's adjudicating 'fluff' vs 'crunch'.  
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::* 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.
::* 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.
::* 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.
== Damage Resistance and Energy Resistance Simplification/Expansion ==
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.
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 rebuild/redefine several class features.
This change will require us to re-look/rebuild monsters. (Template changes? Again? Ugh.....)
== Energy Damage Types ==
Abilities or items that grant ER will grant one of four variations:
* ER versus a single element of the player's choosing, chosen at time item or ability is gained (or specified by the item or ability). Cannot be changed.
* ER versus a single element within one of the energy categories: element, fundament, rudiment. Type is chosen as a swift action, and can be changed at any time to any other type within that energy category with another swift action.
* ER versus an entire energy category. Cannot change which category it defends against, but defends against all energy types within the category.
* ER versus all energy types.
* '''element''' (common energies)
:* fire
:* ice (water)
:* lightning (air)
:* acid (earth)
:* sonic
:* poison <nowiki>[ toxin ]</nowiki>
* '''fundament''' (uncommon energies)
:* necrosis (death)
:* radiance (light)
:* nascent <nowiki>[ vital | germinal | lan ]</nowiki> (life)
:* quiescence (stillness)
:* desiccation (dehydration)
:* psychic
* '''rudiment''' (exotic energies)
:* force
:* void
:* soul <nowiki>[ spirit | anima ]</nowiki>
:* stellar <nowiki>[ solar | lunar ]</nowiki>
:* tenebrous <nowiki>[ umbral | shadow ]</nowiki> (darkness)
:* eldritch <nowiki>[ aura | anagogue ]</nowiki>
* '''primal''' (creation energies)
:* irresistible damage type - always bypasses DR and ER.
scaling:
* ER vs. single energy types: scales to grant 80% resistance to damage from that energy type.
* ER vs. a class (element, fundament, rudiment): scales to grant 60% resistance to damage from those types.
* ER vs. all non-primal energy (ER x/-): scales to grant 40% resistance to all non-primal energy damage.
:* this will encourage single energy-type resistances, while still making communal resistances attractive.


== Bonus Types ==
== Bonus Types ==
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:* Quenched Siegemetal - max absolute bonus of +14  (28-10)
:* Quenched Siegemetal - max absolute bonus of +14  (28-10)
:* Forged Siegemetal - max absolute bonus of +18  (35-10)
:* Forged Siegemetal - max absolute bonus of +18  (35-10)
* DR x/magic works against this weapon, since it is not magic.
* need a damage type for 'non-magical'? rare physical?
or just skip this; not sure we need it


== Skill Challenges ==
== Skill Challenges ==
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==character sheet changes==
==character sheet changes==
* include [[might]] skill modifiers to encumbrance
* bailiwick skill ranks granted to associated knowledge skill
* bailiwick skill ranks granted to associated knowledge skill
* add button functions from Rick's sheet
* add button functions from Rick's sheet

Revision as of 17:42, 25 September 2018