Talk:Epic Path: Difference between revisions
Jump to navigation
Jump to search
No edit summary |
|||
Line 1: | Line 1: | ||
__NOTOC__ | __NOTOC__ | ||
* | =='Finishing' Epic Path== | ||
* | * Spells pass -- update spells for Circles and Damage types, remove bonus types except for Arcane/Divine charges, limit targets, stateless duration, etc. | ||
:* shapechange / polymorph / wild shape / mutagen -- update all these rules with a mini-system | |||
* PDF Character Sheet (Fillable) -- yes, this will happen | |||
* Magic Items -- need a LOT more of them for every slot, with specific items for each broad class of character: tank, striker, blaster, blapper, controller, leader, healer (heaviest emphasis on strikers, since most classes are, or can be, strikers) | |||
* Monsters -- at least 10 per CR. Still need CR's 19 through 40, but CR's 1 - 18 are done enough for now. | |||
=== Cleanup Tasks=== | |||
* remove alignment based damage and DR/ER from game (monks, paladins, some monsters, magic weapon properties, magic armor properties) | * remove alignment based damage and DR/ER from game (monks, paladins, some monsters, magic weapon properties, magic armor properties) | ||
* Domains and Bloodlines cleanup (or redo) -- at minimum, clear out dead links, make metamagic more available, make each one at least somewhat unique -- if we can't, we should scale back how many there are. | |||
* Get rid of the last two stat checks in the game: Init and Death Checks. Change to skill checks (Movement and Might, respectively?) | |||
== | ====Lesser Cleanup Tasks ==== | ||
* | * Finish moving the following into their respective templates: | ||
* | :* alchemist discoveries | ||
:* rogue talents | |||
:* fighter tactics | |||
:* magic items (into new template) | |||
:* magic properties - implements / armor / shields | |||
::* need to update a lot of these in light of the new damage types changes, and ER / DR changes | |||
:* Equipment pages -- finish them, clean out the stupid stuff | |||
* finish the Designing Skill Challenges section on the [[Game Master's Guide]] page. | * finish the Designing Skill Challenges section on the [[Game Master's Guide]] page. | ||
* Glossary of Terms page | |||
:* Add definition of triggered free action | |||
* 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) | |||
* Update earth glide, tunneling, burrowing - cannot affect manufactured things (walls, doors, etc.); should also be noted in the [[Breaking Things]] page. | |||
* '''racial traits:''' normalize what levels you (might) improve your racial abilities, and add it into the class tables | |||
* | === Bonus Systems === | ||
* Settlements and Sieges | |||
* Followers / Leadership / Large-Scale War Rules | |||
* Auramancy / Blood Magic | |||
* True Dweomers | |||
* Artifacts | |||
* Traps (as enemy combatants) | |||
* Remnants | |||
* | === Campaigns / Modules / Cosmology === | ||
All of this falls into the 'better to have the rules, and let some people ignore them, than not have them, and force the non-creative types to do it themselves' -- the same argument for why our game is so crunch-heavy. | |||
* Integrate a campaign world into the game (?) -- doesn't have to be Celegia, but it very well could be, if you want to give it a home. | |||
:* Established set of gods -- multiple pantheons are okay, but I'd like some unified theory for why there are multiples | |||
* Write at least one starter dungeon module that showcases low level gameplay | |||
:* ideally, this would be something we could print out in about 30 pages or less, plus pregen'ed characters, and hand out at Cons. | |||
* Cosmology of Creation page should be tailored to suit our view of the campaign setting | |||
* | ===Character Class Notes=== | ||
* Redo / update the Damage Analysis spreadsheet for each character class - painful, yes, but a lot has changed, and we'll need this data to keep our monsters tuned to the PC's. | |||
* Personalized BABs, ACs, MOs/MDs, Saves | |||
* customized full attacks -- most classes should get some benefit from a full attack action, even at level 1 (not necessarily additional attacks, though) | |||
* customized attacks of opportunity -- some classes might be able to use an AOO for something other than a bonus attack - shield bash, 5-foot step, etc. Provoking is still a thing, but doesn't always provoke a simple attack. | |||
* thicker class features (we still have some dead levels) | |||
* some class(es) may be able to activate command word magic items as a move or swift by spending hit points | |||
* some class(es) may be able to activate / augment mana burning by using scrolls (looking at rogues who dabble in casting, in particular) | |||
* Update Druid Wild Shape and Animal Companion class features | |||
* Update Wizard Familiar and Implement class features | |||
* Update Alchemist Mutagen class feature | |||
* | === Skill Fixes / Updates === | ||
* Replace Skill Focus (Feat), and Skill Focus, Epic (Feat) with Skill Expert (Feat), Skill Specialist (Feat), and Skill Prodigy (Feat). | |||
:* Skill Expert (Feat): +2 bonus to skill, crit on 19-20 (+5 to result), no longer critically fail on a 1 | |||
:* Skill Specialist (Feat): +2 bonus to skill, crit on 18-20 (+7 to result), new skill uses available (current epic skill uses) | |||
:* Skill Prodigy (Feat): +1 bonus to skill, crit on 17-20 (+10 on result), new skill uses available (champions level super-hero stuff) | |||
* | * [[Linguistics]] - add skill use for 'Identify Accent' to determine ethnicity or origin of a speaker. | ||
* [[Knowledge (Local)]] - add skill use for 'shopping' to determine how many magic items you can purchase in a single full day. | |||
:* needs modifier for 'speed shopping' | |||
* [[Perform]]: performance complexity - clarify to setting the CR of the song | |||
:* same for entertaining an audience | |||
=== Magic Item Notes === | |||
Do we want to keep the Magic Item Creation Rules, even as a reference for GM's creating their own new items? (I think yes, despite how much work that will be) | |||
* 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. | ||
Line 43: | Line 89: | ||
::* synergists -- increase damage from synergies; leaves condition in place (epic?) | ::* synergists -- increase damage from synergies; leaves condition in place (epic?) | ||
* | * create set of magic items for endless ammo (for each type), as well as clarifying costs of single expendable ammo | ||
* Haversacks: | |||
::* '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. | |||
::* '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. | |||
::* '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?). | |||
:* 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. | |||
* get rid of synergy bonus for multiple enchants on single items. | |||
** 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. | |||
* | * create some non-magical ways of adding +to-hit and +damage to weapons/shields/armor/implements | ||
** 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 | |||
=== Siege Weapons / Settlements Notes === | |||
* review 'breaking objects' page, in light of changes to vehicle combat and removal of abstract encounters rules | * 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? | * siege weapons - how do they work with the vehicle combat rules? | ||
Line 53: | Line 122: | ||
* add weights for all doors and such on the 'breaking objects' page, for purposes of the Might skill. | * add weights for all doors and such on the 'breaking objects' page, for purposes of the Might skill. | ||
=== New Feats Notes === | |||
** Warlord - more formation dice | ** Warlord - more formation dice | ||
** Ranger - more quarry dice | ** Ranger - more quarry dice | ||
Line 67: | Line 133: | ||
** agile runner - able to make a single turn during a run movement (scale w/level? require the [[Runner (Feat)]]?) | ** agile runner - able to make a single turn during a run movement (scale w/level? require the [[Runner (Feat)]]?) | ||
=== DR / ER Notes === | |||
(do we need this? If so, which monsters have magical natural attacks vs mundane?) | |||
* create a dr type | |||
* [[ | === Spells Pass Notes === | ||
* | * review [[Icy Prison (Spell)]] and [[Icy Prison, Mass (Spell)]]. Too powerful for being the same caster level as Hold Person, but good flavor. | ||
* make sure bonus types like "enhancement bonus," "competence bonus," "morale bonus," etc. do not appear in spells... Spells which have any bonus types should lay a charge, making the bonus type 'arcane' or 'divine' or 'dual'. | |||
== Bonus Types == | == Bonus Types == | ||
Line 204: | Line 190: | ||
* vital bonus (both arcane & divine) | * vital bonus (both arcane & divine) | ||
== Character Classes == | == Possible New Character Classes == | ||
* '''Physical Adept''' class (Fleshcrafter?) - arcane-powered melee, re-tool eidolon-style abilities as self-buffs | * '''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. | * <strike>Mentat</strike> <strike>Warsage</strike> '''Storm Knight''' class - intelligence-based melee and thrown weapons user. |