Talk:Epic Path: Difference between revisions

From Epic Path
Jump to navigation Jump to search
No edit summary
Line 1: Line 1:
__NOTOC__
__NOTOC__
  update remnant page to describe their 'no drop' status
  update remnant page to describe their 'no drop' status
journeyman skill rules


  need a note in the ability scores page (and probably the caster pages) that you can't get spells of a higher level than your class level allows, even with a high stat.
  need a note in the ability scores page (and probably the caster pages) that you can't get spells of a higher level than your class level allows, even with a high stat.
Line 8: Line 6:
  deathwatch monocle Deathgaze attack should use the item's to-hit, not the wearer's... also need to fix the Deathwatch power to not be defeated by damage or healing the wearer inflicts
  deathwatch monocle Deathgaze attack should use the item's to-hit, not the wearer's... also need to fix the Deathwatch power to not be defeated by damage or healing the wearer inflicts


* create an "all other skills" value -- (character level - 2) + d20.  Note that no stat is added to this.
:* At low levels, this allows an easy check on a 10 or better, but at high levels, caps out at needing a 19 or better.
:* Trained Only skills would require at least 1 rank in them before you could use this All Other Skills value.
:* When using the "All Other Skills" value, natural 20's don't provide any crit bonus, but natural 1's still fail.
::* Bards might get a class feature which grants them a +4 to +9 scaling bonus to this value.
::* Wizards might get a class feature which grants them a +2 to +7 scaling bonus to this value.
::* Int Rogues might get a class feature which grants them a +1 to +5 scaling bonus to this value.
::* most classes wouldn't get any bonus to it.  Just the ones we think should be "good at skills" in general.
::* we could, if we really want to, give a +1 bonus for every +5 modifier a character has in INT (dropping fractions), but I don't recommend it. Instead, just putting a scaling bonus into our 'high skilled' classes would give us yet another knob to turn for thickening up some dead levels in a few classes.
Note that this value will be better than any skill you just put 1 rank into but otherwise never boost (after level 5 or so).  Considering how bad a skill gets if you just leave it at 1 rank, with no magic support (even if it's tied to a good stat), there's no realistic way to keep that viable. Even if you put ranks into a skill every other level, if you don't tie it to a good stat or give it magic support, you'll need a 21+ to make an easy check at level 35.
The only reasonable approach to skills, as our game is currently defined today, without changing anything, is to keep your ranks maxed out in a set number of skills, and ignore everything else.  Dumping a few ranks here and there just makes ALL of your skill checks weak, and the weakest among them aren't ever going to be viable, even for easy checks.  Having an "All Other Skills" value would just make that fact more obvious to any novice players.




Line 38: Line 23:
* '''Magic Items'''  
* '''Magic Items'''  
:* 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
:* 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.
Line 48: Line 32:


* '''Character Class Rebalancing'''
* '''Character Class Rebalancing'''
:* look at partisan's Superiority ability (fast healing) -- is it too much?
:* look at partisan's Superiority ability (fast healing) -- change to a self-only instant heal as swift action, once per encounter, with scaling healing?
change to a self-only instant heal as swift action, once per encounter, with scaling healing?
:* 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?)
:* 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
:* 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
Line 63: Line 46:
:* 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).
:* 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).
:* Bards might get a class feature which grants them a +4 to +9 scaling bonus to this value.
:* Wizards might get a class feature which grants them a +2 to +7 scaling bonus to this value.
:* Rogues might get a class feature which grants them a +1 to +5 scaling bonus to this value.




Line 74: Line 60:
:* create at least 10 per CR.  Still need CR's 19 through 40, but CR's 1 - 18 are done ''enough'' for now.
:* 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 through CR 13
  Finished up through CR 15




Line 89: Line 75:
:* rogue talents
:* rogue talents
:* fighter tactics
:* fighter tactics
:* magic items (into new template)
:* 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 19:48, 30 July 2019