Talk:Epic Path: Difference between revisions

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=='Finishing' Epic Path==
=='Finishing' Epic Path==
* '''Magic Items'''  
* '''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)
:* items per slot sorted by style of play: tank, striker, ranged striker, caster, buffer (includes healing/leader)
:* clean up magic properties for weapons/shields/armor
:* clean up magic properties for weapons/shields/armor
:* move implement rules into character classes, get rid of implements
:* move implement rules into character classes, get rid of implements as items; implement bonus grants to-hit bonus to any spell cast when wielding a rod/staff/wand.
:* 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.
:* 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.
:* 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.
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:* extracts and poultices -- need to talk about # of targets, and whether those we reduce to 1 (from higher than 1) need to be buffed to compensate
:* extracts and poultices -- need to talk about # of targets, and whether those we reduce to 1 (from higher than 1) need to be buffed to compensate
:* 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
I'd like to discuss circle caps... I think if you have a class feature, item, feat, etc. that boosts circle, it should work, even if your level isn't high enough to support that circle.  Also, if the spell's base circle is higher than your normal max (e.g. power word kill, when you first learn it) it should cast at the higher circle.  You can't mana burn it higher than your cap, which means you have to gain several levels before you can mana-burn power word kill, but it never has a circle lower than 10.  I don't see this as game-breaking in any way. It amounts to a few extra points of damage, since circle effectively just alters die size, rather than die quantity (which is determined by character level).  Convince me otherwise?





Revision as of 15:07, 3 April 2019