Talk:Epic Path: Difference between revisions

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* [[Perform]]: performance complexity - clarify to setting the CR of the song
* [[Perform]]: performance complexity - clarify to setting the CR of the song
:* same for entertaining an audience
:* 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.
:* extend duration of spell
:* increase level cap on damage of spell (doesn't change scaling)
:* increase # of targets for spell
:* an item that can go into any slot (but must go into a slot) that grants 1 additional spell slot of a specified spell level.
:* consider deleting some of the less popular metamagic feats and turning them into magic items.
:* some items specific to styles of casting:
::* ray casters -- bonus ray; 5-foot step before and/or after casting ray; better damage; 
::* aoe casters -- change AOE shape, larger AOE, add AOE to touch or single-target spell (?), 1 free 'selective' target
::* summoners -- more hp's, increased move speed; increased to-hit, damage, DR, ER, etc. -- one bonus effect per item
::* 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 ===
=== Siege Weapons / Settlements Notes ===

Revision as of 13:53, 2 April 2019