Talk:Epic Path: Difference between revisions

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* should Initiative be tied to Movement, instead of a pure dex check?
=='Finishing' Epic Path==
* tie death checks to Might, to get rid of stat checks.
* 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
Don't feel like you have to add a material component to every spell. We got rid of the cost for ammo with ranged weapons, so there's no need to make every spell into a thing you have to track like ammo.
* 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?)


==Breaking things==
====Lesser Cleanup Tasks ====
* manufactured things are immune to earth glide, tunneling, burrowing
* Finish moving the following into their respective templates:
* need a method for building up sunder to-
:* alchemist discoveries
 
:* rogue talents
==Highest Priority Things To Do==
:* 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


* spells pass - rebalance / retool all spells; cut out really terrible / useless spells
=== Bonus Systems ===
:* review [[Icy Prison (Spell)]] and [[Icy Prison, Mass (Spell)]].  Too powerful for being the same caster level as Hold Person, but good flavor.
* Settlements and Sieges
:* 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'.
* Followers / Leadership / Large-Scale War Rules
* Auramancy / Blood Magic
* True Dweomers
* Artifacts
* Traps (as enemy combatants)
* Remnants


* printable character sheet, with worksheets to calculate everything.
=== 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


* create new monsters for CR's 18 through 25
===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


* racial abilities - normalize what levels you (might) improve your racial abilities, and add it into the class tables
=== 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)


* legendary skills as super-powers
* [[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


* Add Linguistics skill use for 'Identify Accent' to determine ethnicity or origin of a speaker.
=== 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)
* 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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::* synergists -- increase damage from synergies; leaves condition in place (epic?)
::* synergists -- increase damage from synergies; leaves condition in place (epic?)


* consider fixing the pricing models for the magic item creation sub-pages.
* 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.


* Add definition of triggered free action
* 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?
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* 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.


* Redo analysis pass for all character classes
=== New Feats Notes ===
:* I'd like to revisit the Brawler's restriction on magic weapons (e.g. Amulet of Mighty Fists). Why? (I forgot)
 
* feats:
** Warlord - more formation dice
** Warlord - more formation dice
** Ranger - more quarry dice
** Ranger - more quarry dice
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** 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)]]?)


* Add feats per Jeff to boost Dispel Magic, similar to Dimension Door, Lightning Bolt, etc.
=== DR / ER Notes ===
:* Counterspell Feedback - When you counter and enemy's magical effect with a counterspell, you gain an effect based on the type of spell used. Effects last to the beginning ot the opponent's next turn unless otherwise specified.
(do we need this? If so, which monsters have magical natural attacks vs mundane?)
::* abjuration - gain a +2 to save and AC against the opponent
::* conjuration - move the enemy 5 ft per spell level used
::* divination - enemy insight - gain knowldge of the enemy as if you made a challenging check
::* enchantment - opponent is distracted
::* evocation - do 1d6 damage per spell level
::* illusion - fog senses - everything beyond 5 ft from the opponent has concealment
::* necromancy - unsettled - opponent is shaken
::* transmutation - opponent is slowed
 
* change death checks to fort save, dc equal to negative hit point total.
:* three failed saves equals death
 
* create a dr type for only penetrated by
 
* update spells page:
:* 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).
::* 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'.
:* 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).


* [[Perform]]: performance complexity - clarify to setting the CR of the song
=== Spells Pass Notes ===
** same for entertaining an audience
* 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'.


* create set of magic items for endless ammo (for each type), as well as clarifying costs of single expendable ammo


* converting magic properties - implements / armor / shields into templates
* defining equipment
* magic item crafting rules are only halfway re-written
** need to update rules for magic enchantment of projectile weapons, but not ammo
* continue writing Cosmology of Creation page
* 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)
==blood magic==
* 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. 
== rebalance classes pass ==
=== Full Attacks===
* 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.
* 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 lower to-hit numbers for characters that make use of haste, cleave, or other bonus attack methods, used during a full attack.
:* as a result, I don't think this change would require any changes to monster AC's, or feats.  It should just 'work'.
=== Shields===
* 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.
::* could give different AC's depending on what action type you use, based on class
:* (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
::* 3 + 1/2 level for buckler, 3 + level for lt shield, 3 + double level for hvy shield (?)
:* shield focus feat would grant a bonus immediate action for the shield block, allowing user to keep their normal immediate action
::* could shield block more than once per round, but see 'monkeying with AOO's' above for other uses of immediates.
=== Skills ===
* 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)
==Pets/Summons==
* 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
:* makes balancing pet damage much easier, since it directly subtracts actions/damage from the owner
==Haversacks and Cubic Feet Limits==
::* '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.


== Bonus Types ==
== Bonus Types ==
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* vital bonus (both arcane & divine)
* vital bonus (both arcane & divine)


==Item Activation==
All command word items can still be activated by a standard action.  OR, they may be activated, once per round, by a swift action and by expending hit points equal to 5+ the CL of the item.
(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==
* 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.
== magic weapons notes ==
* remove ability to enchant ammo; only projectile weapon can be enchanted
** update limitless quiver to allow other ammo types, but non-magical.
** ammo also cannot have dweomermetals — dweomermetal effects are instead conferred by the projectile weapon shooting the ammo.
* 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
== Siegemetal Alloys==
* like a dweomermetal - any enhancement bonus or magic properties on weapon (or armor?) become extraordinary instead of magic-based.
:* Tempered Siegemetal - max absolute bonus of +5  (12-10)
:* Annealed Siegemetal - max absolute bonus of +10  (20-10)
:* Quenched Siegemetal - max absolute bonus of +14  (28-10)
:* Forged Siegemetal - max absolute bonus of +18  (35-10)
* need a damage type for 'non-magical'? rare physical?
or just skip this; not sure we need it
==Lower Priority Things To Do==
* templates:
** consider moving rogue talents pages into templates
** consider moving fighter tactics into templates/separate pages
* Epic Bloodline (archaic bloodline) writeups
* Sorcerer Bloodlines page
* Wizard Schools rebuild (tied to Spells pass, ugh)
* Cleric Domains page
* Auramancy
* True Dweomers


== 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.

Revision as of 15:50, 7 November 2018