Talk:Epic Path: Difference between revisions

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=='Finishing' Epic Path==
=='Finishing' Epic Path==
* '''Magic Items''' -- need a LOT of them for every slot, with specific items for each broad style of play: tank, striker, ranged striker, caster, buffer (includes healing/leader -- anything that helps you help someone else)
* '''Magic Items'''  
:* need a LOT of them for every slot, with specific items for each broad style of play: tank, striker, ranged striker, caster, buffer (includes healing/leader -- anything that helps you help someone else)
:* clean up magic properties for weapons/shields/armor
:* move implement rules into character classes, get rid of implements
:* rods provide a single spell to the wielder, using up charges (was wands); requires UMD if you can't normally learn the spell (you don't need to know it, just be /able/ to know it). Uses up one hand, and counts as a light mace.
:* staves provide multiple spells, using up charges (largely unchanged, but should use turning stones for charges, like wands); doesn't require UMD if you can cast any spells at all, but an easy check if you can't. Uses up both hands, and counts as a quarterstaff.
:* wands 'augment' casting, rather than provide spells.  Only casters use wands. (was rods). Uses up 1 hand and doesn't threaten.
:* scrolls grant a consumable spell, requires UMD, standard action to cast. Cannot be used for mana-burning, but if you can mana-burn, you can, in theory, use your own spell slots to mana-burn a scroll.
:* Metamagic Wands -- you can only use a metamagic wand if you already know the feat the rod is granting. However, the rod gets rid of the spell level increase when wielded (upgrades improve max base spell level they can affect, and possibly uses per day/encounter/round).
 
 
* '''Character Class Rebalancing'''
* '''Character Class Rebalancing'''
:* wild shape / mutagen -- update all these rules to make use of the polymorph system
:* look at partisan's Superiority ability (fast healing) -- is it too much?
:* Sorcerer Bloodlines -- need a LOT of work, review, etc.  At a minimum, need to clean out dead links and replace with useful content. Trim down qty of bloodlines (9?)
:* Domains -- decide if these are going to be in the game as a player mechanic (I lean toward 'no'), but if not, decide how they factor into deities
::* clean out language about domains (druids, paladins, etc.)
:* 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
:* Update Druid Wild Shape and Animal Companion class features
:* Update Wizard Familiar and Implement class features
:* Update Alchemist Mutagen class feature
 
 
* '''The Great Spells Splittening:'''
* '''The Great Spells Splittening:'''
:* search within each class category for opposite bonus type (e.g. divine or arcane) and remove references.
:* search within each class category for opposite bonus type (e.g. divine or arcane) and remove references.
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:* divine casters -- need to reduce overall circles of these spells from their arcane counterparts
:* divine casters -- need to reduce overall circles of these spells from their arcane counterparts


* PDF Character Sheet (Fillable) -- yes, this will happen
 
* Monsters -- at least 10 per CR.  Still need CR's 19 through 40, but CR's 1 - 18 are done enough for now.
* '''Character Sheet:'''
:* PDF Character Sheet (Fillable) -- yes, this will happen
:* create sample characters for each class, with planned builds up through level 5 (should be easy after character rebalance). 
:* do we want to have any 'iconic' characters in our setting, that we use as examples of given classes for story and or example purposes?
 
 
* '''Monsters:'''
:* create at least 10 per CR.  Still need CR's 19 through 40, but CR's 1 - 18 are done ''enough'' for now.
:* finish updating monsters for damage types, ER/DR types, and general clean-up (update to new variables, maladies template, etc.)
:* finish updating monsters for damage types, ER/DR types, and general clean-up (update to new variables, maladies template, etc.)
  Finished up to CR 13 Hannya Oni.
  Finished up to CR 13 Hannya Oni.
* 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.
 
 
* '''Setting:'''
:* At a minimum, we ''need'' to have some sample gods for clerics to pick from, just like we have sample vows for paladins.  Multiple pantheons are okay, but I'd like some unified theory for why there are multiples
:* Cosmology of Creation page should be tailored to suit our view of the campaign setting.  If we try to keep it 'generic', it will feel hollow.
:* decide how the many races factor into our default setting. Are all the races treated as normal citizens, or are some discriminated against (half-orcs, for example)? Are non-human races (in particular the oddball ones) sometimes born to human parents, or are they only products of their own purebred lineages? 
 


=== Cleanup Tasks===
=== Cleanup Tasks===
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* Remnants
* Remnants


=== Campaigns / Modules / Cosmology ===
=== Printable Version ===
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.
* Need some cover art for a book(let)s. Open to suggestions...
* 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.
* leaning towards a 5.5" x 8" book size as our 'starter guide' for cons, ~80 half-pages, for everything: how to play, character classes, equipment, weapons, low-level magic items, status conditions, basically everything you'd need to play up to level 5-ish.  Interior will not have art, unless we really want to commission some.
:* Established set of gods -- multiple pantheons are okay, but I'd like some unified theory for why there are multiples
:* Needs to be everything you need to know to play the game (at low levels), without access the internet or the wiki.
* Write at least one starter dungeon module that showcases low level gameplay
::* shouldn't have links or other web-based 'features', and it will need a table of contents and an index.
:* ideally, this would be something we could print out in about 30 pages or less, plus pregen'ed characters, and hand out at Cons.
:* Short appendix that describes some of the other features that are available in the complete game on the wiki.
:* the online version should probably include a good starting town, as this seems to be a useful staple for many good modules.
:* Found some online print sites that will do this for about $10/book, so 20 of these per convention would be about $200 which doesn't seem crazy to me.  
:* on the 'print and take to cons' front, we probably also need a good 10-page-ish summary of how to play, especially at whatever levels the module takes place at (likely 1st - 3rd?).
::* will give these out to anyone who plays through the module.
* Cosmology of Creation page should be tailored to suit our view of the campaign setting
* pre-generated characters on no more than 4 pages each, printed on cardstock? 
 
:* Will give these out to anyone who played that class through the module.
===Character Class Notes===
:* should be designed as a good party mix, rather than just 1 of each class; assume somewhere between 5 and 8 players.
* 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.
* a module we can run in 4-ish hours that shows off the best parts of our game -- skills, character class uniqueness, dynamic and fun combats, including a 'threat' fight as the finale.  Characters should probably be level 1, but I'm willing to consider up to level 3 if there's a good reason to go there.
* Personalized BABs, ACs, MOs/MDs, Saves
:* needs to have good opportunities to role-play, opportunities to use skills in an interesting way, and some fun set pieces for the combat encounters.
* customized full attacks -- most classes should get some benefit from a full attack action, even at level 1 (not necessarily additional attacks, though)
* '''I need this by Jan 1, 2020, so I can get it printed in time for the March JoCo cruise'''.
* 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 ===
=== Skill Fixes / Updates ===

Revision as of 15:02, 3 April 2019