Talk:Epic Path: Difference between revisions

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* five foot step becomes 20 feet, minus 5 per attack made (requires mods for prowler)
* five foot step becomes 20 feet, minus 5 per attack made (requires mods for prowler)


* magic item damage classes: ranged aoe, pbaoe; ranged single target, pb single target; three severities: low, med, hi
* re-examine Cargo, in light of name conflict of field. (see [[Template:Monster2]] and scroll to very bottom).
* re-examine Cargo, in light of name conflict of field. (see [[Template:Monster2]] and scroll to very bottom).


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* deflection bonus is the sum of a shield's base AC plus any magic on the shield, replacing the 'shield AC' and 'shield enhancement bonus' types. does not stack with other deflection bonuses, such as rings of protection.  
* deflection bonus is the sum of a shield's base AC plus any magic on the shield, replacing the 'shield AC' and 'shield enhancement bonus' types. does not stack with other deflection bonuses, such as rings of protection.  
* armor bonus comes from armor
* armor bonus comes from armor AC plus any magic on the armor, replacing 'armor AC' and 'armor enhancement bonus' types. Does not stack with any other armor bonuses to AC, such as the Mage Armor spell, or bracers of armor.




* metamagic rods (become wands) - you must have the feat to use it. However, fewer or no limits on times per day or level of spell affected. Just removes the spell slot increase of the metamagic feat. Enhances the feat instead of replacing it
* want to discuss bonus types again
* want to discuss bonus types again
:* shield enhancement bonus stacks with armor enhancement bonus -- inconsistency; should rename shield enhance
:* cloak of resistance gives resist bonus to saves; only place this bonus type is used, afaik
:* cloak of resistance gives resist bonus to saves; only place this bonus type is used, afaik
:* other stacking armor types from magic items: natural, dodge, deflection -- do we really need all these?
:* would like to go through the major numbers of the game (skills, ac, to-hits, damage, etc.) and list out each possible bonus type, their max bonus (for each type) and get a sense of our ranges.
:* would like to go through the major numbers of the game (skills, ac, to-hits, damage, etc.) and list out each possible bonus type, their max bonus (for each type) and get a sense of our ranges.


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:* items per slot sorted by style of play: tank, striker, ranged striker, caster, buffer (includes healing/leader)
:* 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 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.
:* wands 'augment' casting, rather than provide spells.  Only casters use wands. (was rods). Uses up 1 hand and doesn't threaten.
:* 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.
:* 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).
:* Metamagic Wands (was rods) -- 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).




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:* Update Wizard Familiar and Implement class features
:* Update Wizard Familiar and Implement class features
:* Update Alchemist Mutagen class feature
:* Update Alchemist Mutagen class feature
 
:* update Wizard Specialist School bonus from +1 save DC and +1 spell circle, to something equally good, but less confusing (bonus circle pushes them above level cap for circle, especially at early levels).
 
* '''The Great Spells Splittening:'''
:* search within each class category for opposite bonus type (e.g. divine or arcane) and remove references.
:* 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
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?
 
the reason why I put in the circle cap was that we coould have ways for casters to raise their caster level.  the wizzies circus arcana could easily include +1 caster level. this actually works really well with the arcane schools, and 'uncorks' those over-circled heavy-hitters. (which are admittedly rare, and could also simply be removed) I was also going to introduce at least a couple of magic items that raised the caster's caster level for a given school, or all spells of a given level, or just all spells for the really expensive versions. :)  the plan is for casters to have so much delicious item candy out there they're just HUNGRY for more loots.  as they should be. :)
 
okay, fair enough. However, we just made specialist schools add +1 circle to spells cast from that school, which will nearly always (at early levels especially) push them above cap.  I would say if this benefit does little/no good for levels 1 to 7, we should change it.  +1 caster level would actually be just fine, as an alternative.  All that said, I'm just imagining sitting at the table, I've just unlocked power word kill (or some other over-circled spell for its level) and realize it's actually no better than any other level 9 spell until I gain at least 2 more levels (and it's single target). That's not nearly as fun as getting a new toy that lets you break the rules a little. In a practical sense, it's +17 to the damage of that spell (+1 per die, 1 die per character level), which at level 17, while nice, isn't at ALL game-breaking, especially for a single target spell.  But it FEELS good to get that bonus.




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* need to update / create page for monster types and subtypes.
* 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)
:* need to review any broken links to subtypes that we don't actually want to define (e.g. azata)
* just generally clean up all broken links
* Update earth glide, tunneling, burrowing - cannot affect manufactured things (walls, doors, etc.); should also be noted in the [[Breaking Things]] page.
* 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
* '''racial traits:''' normalize what levels you (might) improve your racial abilities (10, 20, 30?), and add it into the class tables
* create a "tactical" keyword and category that would identify feats, abilities, skill uses, etc. that are very dependent on a map, and wouldn't work well in a 'theater of the mind' game.
* create a "tactical" keyword and category that would identify feats, abilities, skill uses, etc. that are very dependent on a map, and wouldn't work well in a 'theater of the mind' game.



Revision as of 18:36, 2 May 2019