Talk:Epic Path: Difference between revisions

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* consider revisiting the "Tumble" ability in [[Acrobatics]]. Currently, it's "move half speed to avoid AOO's, if you make this check".  With the addition of trading out attacks in a full attack to get additional 5-foot steps, this will almost never be as good as simply trading away attacks. Suggest getting rid of the movement penalty in Tumble.
* consider revisiting the "Tumble" ability in [[Acrobatics]]. Currently, it's "move half speed to avoid AOO's, if you make this check".  With the addition of trading out attacks in a full attack to get additional 5-foot steps, this will almost never be as good as simply trading away attacks. Suggest getting rid of the movement penalty in Tumble.


conversation topic: what if we give everyone an "all other skills" value, that levels as they level, but isn't connected to stats, magic items, etc. Basically, any skill that doesn't have ranks in it falls into the 'all other skills' check.  The numbers would vary with class (a little, like +/-5), maybe get some feat support, but no magic item support, and would generally give everyone a chance at making an easy check on any skill (around 50% of the time; it's not supposed to be ''good''), while still needing ranks to actually achieve results better than 'easy'.  Recall that I'm also eliminating critical results on skills you don't have ranks in, so even if you roll a 25, it doesn't become a 25 for the 'all other skills' check.  Thoughts?  (The big win here is it would simplify character sheets -- only list the skills you have ranks in, and then the 'other skill' bonus.)
* create an "all other skills" value -- not tied to any stat, just based on character class. No magic item support, but possibly feat support. Should make Easy checks possible (roughly half the time), but generally be worse than putting 1 rank into a skill.


like this idea, but how about something even simpler: you can roll a bailiwick skill roll for any skill, at -10to level 10, -15 to level 20, -20 at epic. we could roll this into the bailiwick skill rules and voila, we're done. :)
The issue with tying it to a skill, especially a bailiwick skill, is the player can really put their thumb on that scale, with magic items, feats, etc. to the point that a -20 is better (and probably significantly better) than anything I would want to give them with this default skill check.  Having it be a completely new number means we could add whatever support (or lack of support) we want to it.  (As a note, the difference between easy and hard at level 35 is about 33 points.  I would want to run the numbers if we're both okay with this idea, but I think it would be fairly dramatically different from your highest skill... the point being, you /couldn't/ use your calculated skill (i.e. stat + basis) for a skill you have no ranks in, and this would possibly be worse than that calculated value.
* negative bab; favored class dictates full attack


* 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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:* 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.
we could allow staves to have a "slot" for an orb. An orb is just a variant of a wand (any wand(?) can be an orb), and the orb can just be added to the staff, giving the staff the powers of the staff as well as the orb (wand) to the wielder.  This would make staves much more attractive to spellcasters...  Technically, we could do the same thing for rods, but perhaps the orb can't be used as often on a rod as on a staff, or an orb on a rod uses up charges from the rod, but an orb on a staff doesn't use any of the staff's charges?
:* 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 (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).
:* Metamagic Wands (was rods) -- you can only use a metamagic wand if you already know the feat the wand is granting. However, the wand 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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:* PDF Character Sheet (Fillable) -- yes, this will happen
:* 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).   
:* 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?
:* 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?




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:* fighter tactics
:* fighter tactics
:* magic items (into new template)
:* 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
:* 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.

Revision as of 20:42, 19 June 2019