Difference between revisions of "Talk:Epic Path"

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(Removal of Non-Lethal Damage From Game)
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:* 'subdued' - as secured, but once at zero hit points, you can no longer be healed via normal healing (in the same way you can't heal a dead person)
 
:* 'subdued' - as secured, but once at zero hit points, you can no longer be healed via normal healing (in the same way you can't heal a dead person)
 
:* 'sapped' - as subdued, but also you take double damage from all attacks until you reach zero.
 
:* 'sapped' - as subdued, but also you take double damage from all attacks until you reach zero.
let me know if you're cool with these names and the effects.
 
thumbs up, let 'er rip!
 
  
 
New combat maneuver: Subdue — gives PCs a way to apply the above conditions.
 
New combat maneuver: Subdue — gives PCs a way to apply the above conditions.
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Environmental damage:
 
Environmental damage:
:* option 1: create a new damage type called 'environmental' which is only resistible with ER that is specifically for environmental damage (not covered by ER x/-?)
+
:* environmental damage is JUST damage (fire, or cold, or whatever), and if you can resist that damage type, you can resist this too.
:* option 2: environmental damage is JUST damage (fire, or cold, or whatever), and if you can resist that damage type, you can resist this too.
 
 
 
In support of the 'just damage' approach, if someone has a magic shield that provides ER 10/-, and they go out into the desert and start taking heat damage, why /wouldn't/ the magic of the shield help them out with that?  You're worried about tough characters being able to blow off environmental damage, but the argument could be made that THEY'RE TOUGH... right?  ER and DR are NOT easy to come by; if you don't work on it, you won't have it (or you won't have much, depending on your class).
 
 
 
At the end of the day, it's a cooperative game; if the party goes to some hellish place, and the bard just melts there, it won't matter if the fighter can ignore it, the party isn't going to stay, or they'll go through the effort to get some protection for their melty bard.  Which satisfies your story concerns. Right?
 
 
 
ergh...  ok, i like the verisimilitude of non-resistable environmental damage, because it evokes all those cool 'struggle to survive' elements in the Heroes Journey. but, i also like the simplicity of 'it's just damage, and tough guys don't care'. there are plenty of environment mechanics (falling trees, oh noes) that can hit tough guys hard enough to overcome their resistances, or lay nasty conditions.  so...i'm leaning toward simplicity. it IS a game, after all. 
 
  
 
Poisons:
 
Poisons:
 
:* replace all poison non-lethal damage with poison damage.
 
:* replace all poison non-lethal damage with poison damage.
 
  
 
=== Character Pages That Need Descriptions ===
 
=== Character Pages That Need Descriptions ===

Revision as of 14:46, 16 January 2020


  • Anyone can burn a remnant as a one time, largish bonus to a skill check (a +3 bonus per remnant tier; max +27). This is particularly useful when performing a skill check to determine how long a task might take, such as character retraining, or scribing a high-level spell into a spell book.
Thought: currently the trained only skills can’t be used with a journeyman check unless you spend a rank in each skill first. What if we give everyone one pseudo-rank per level just for unlocking it w/journeyman?
or, let people make only one journeyman check per day, but it can be used with any skill?
(RD) How about this:  No bonus ranks.  Instead, you can unlock trained only skills for the Journeyman Check at the cost of half a skill rank each, instead of a full skill rank.  You still don't have an actual rank in that skill, you simply have access to it via the Journeyman Check.  These half ranks are basically 'wasted' if you later decide to rank up the skill.


Removal of Non-Lethal Damage From Game

New status array: Secured → Subdued → Sapped

  • 'secured' - you can't be killed via normal damage, but instead fall prone and become helpless upon reaching 0 hit points. (actually a good thing)
  • 'subdued' - as secured, but once at zero hit points, you can no longer be healed via normal healing (in the same way you can't heal a dead person)
  • 'sapped' - as subdued, but also you take double damage from all attacks until you reach zero.

New combat maneuver: Subdue — gives PCs a way to apply the above conditions.

  • remove language about non-lethal quality on weapons, and penalty for attempting non-lethal with lethal weapons.

Environmental damage:

  • environmental damage is JUST damage (fire, or cold, or whatever), and if you can resist that damage type, you can resist this too.

Poisons:

  • replace all poison non-lethal damage with poison damage.

Character Pages That Need Descriptions

  • To see the old (Pathfinder) version of the writeups, go to the current (non-1.0) pages
  • The 'role' section, in my opinion, could be repurposed to actually describe what contribution the class makes to a party in a fight (e.g. describing the special brand of striker that is a prowler). I don't think it needs to be flowery, but should be a 1-2 sentence blurb stating "They're high-damage, low-defense" or "they can get in front of several enemies and just take the beating, so their friends don't have to" or whatever...
Consider removing universal spells from sorcerer spell list

Numbers Pass

  • revisit the notion of granting +1 stat point per tier after the first, if the numbers allow this. Leaving it out reduces dynamic range by 3, which may be necessary.

Reese To-Do List:

  • create spells known, spells per day tables for each caster class page
action items for million monster machine:
* come up with prefix names for each modified CR value (-2 CR to +5 CR) -- lesser, minor, common, greater, major, superior, elite, supreme (for example)
* review all existing monster names, and all proposed monster names, to make sure our prefixes don't lead to really dumb, unreadable names (lesser greater whompus, for example).
* move all proposed monster names to a discussion page; only actual monsters should be in the bestiary
* strip all the roles out of every monster that has a role.  
  * add language into the description that says "This monster is nearly always a <role> monster.  It is highly recommended that this role be applied to it." or whatever.
  * recode any role-specific powers into new fields that are specific to roles-only powers.  This will require me to create new fields for the template, but doesn't require a complete revamping of every monster.
Non-monster-wise, there are a number of class powers that refer to "Charm" and "Enchantment" and "Mind-Affecting" keywords that don't really exist any more.  Should we purge references to stuff like this and rewrite the associated power to work some other way?


  • wizard class feature based on how many spells are in their spellbook
  • wizard class feature that lets them use remnants to instantly scribe a spell into their spellbook
  • trap damage table?
  • courageous (1-5), intrepid (6-10), heroic (11-15), undaunted (16-20), valorous (21-25), mythic (26-30), legendary (31-35), apotheotic (36+)
  • need to redo the feat categorizations
  • seeding: need to look at every class feature and decide if that feature is given to anyone who chooses a higher tier of the same class, or if it only gets given if they choose the tier in which it first appears. This is not as obvious as it first appears, and will end up being MUCH more than just the core 'path' mechanics (e.g. barbarian mien).
  • non-seeding: any class feature which isn't seeded upwards should be able to stand on its own. That is, its effects shouldn't rely on a lower-level version of itself to additively be useful.


  • the character class paths:
  • single class, all the way up
  • dual-classing, alternating between two classes all the way up
  • multi-classing, traditional - may only change classes on the 5's, and must pick the lowest tier of any class you choose that you haven't already taken.
  • multi-classing, modular - may only change classes on the 5's, and may pick any tier of any class as long as you are high enough level to pick that tier. (This route also allows the introduction of prestige classes -- mini classes that are 5 levels long only)


  • need to mine d20pfsrd prestige classes for good concepts to thicken up the classes
  • need to make a note of any class combinations that layer on too many stats, especially to to-hits. Example: cleric (defender of faith, castigate) and melee ranger (adds DEX) would be BAB + STR + DEX + WIS + CHA, in the right circumstances.
  • number of attacks in a full attack when someone dual- or multi-classes is highest available


art link https://www.artstation.com/ariirf
  • update remnant page to describe their 'no drop' status
  • 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.
  • add new status conditions that inflict a circle penalty (or alter existing conditions to include it)
  • create a "circle 0" and update the various mana burning rules for it.
  • 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.
  • Update Between Adventures section on Spell Research to clarify language about adding metamagic to a researched spell -- metamagic added /can/ increase the gross spell level above 17, just not be added as research to produce an infinitely metamagicked spell.

'Finishing' Epic Path

  • Character Class Rebalancing
  • look at partisan's Superiority ability (fast healing) -- change to a self-only instant heal as swift action, once per encounter, with scaling healing?
  • 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.
  • 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 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.


  • 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.


  • 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

  • remove alignment based damage and DR/ER from game (monks, paladins, some monsters, magic weapon properties, magic armor properties)
  • Finish moving the following into their respective templates:
  • rogue talents
  • fighter tactics
  • Equipment pages -- finish them, clean out the stupid stuff
  • finish the Designing Skill Challenges section on the Game Master's Guide page.
  • Glossary of Terms page
  • Add definition of triggered free action
  • add some notes to the Spells page, regarding GM's adjudicating 'fluff' vs 'crunch'.
  • Specific examples are direct damage (crunch) vs. illusions (fluff).
  • Rules for bonuses from fluff which give general 'not to exceed' values.
  • plus for caster level (+1 to +3), and plus for creativity (+1 to +2).
  • 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)
  • 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.

Bonus Systems

  • Settlements and Sieges
  • Followers / Leadership / Large-Scale War Rules
  • Auramancy / Blood Magic
  • True Dweomers
  • Prestige Classes
  • Artifacts
  • Traps (as enemy combatants)
  • Remnants

Printable Version

  • Need some cover art for a book(let)s. Open to suggestions...
  • 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.
  • Needs to be everything you need to know to play the game (at low levels), without access the internet or the wiki.
  • shouldn't have links or other web-based 'features', and it will need a table of contents and an index.
  • Short appendix that describes some of the other features that are available in the complete game on the wiki.
  • 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.
  • will give these out to anyone who plays through the module.
  • 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.
  • should be designed as a good party mix, rather than just 1 of each class; assume somewhere between 5 and 8 players.
  • 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.
  • 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.

Skill Fixes

  • Perform: performance complexity - clarify to setting the CR of the song
  • same for entertaining an audience

Siege Weapons / Settlements Notes

  • review 'breaking objects' page, in light of changes to vehicle combat and removal of abstract encounters rules
  • siege weapons - how do they work with the vehicle combat rules?
    • unless we want siege weapons to continue to be cumulative forces, though it seems like people hated all the dice rolling of the abstract encounters
    • right now, vehicles will never penetrate heavy defenses and fortifications; the target DC's are way too high, as are many of the durabilities
  • add weights for all doors and such on the 'breaking objects' page, for purposes of the Might skill.

New Feats Notes

    • Warlord - more formation dice
    • Ranger - more quarry dice
    • Ranger - better traps (better action economy, use against an occupied space)
    • Prowler - improve save DC for encroaching jolt?
    • add a feat to allow "deny saving throw" under Heal to be non-provoking, and take only a move action (no bonus to check)
    • Update/Remove any feats which apply to abstract encounters
    • Review barbarian feats again
    • Fighter - able to challenge one additional target each round (epic?)
    • agile runner - able to make a single turn during a run movement (scale w/level? require the Runner (Feat)?)

Bonus Types

There are 28 bonus types:

  • Untyped Bonus
  • Alchemical Bonus
  • Armor Bonus
  • Armor Enhancement Bonus
  • Circumstance Bonus
  • Competence Bonus
  • Deflection Bonus
  • Dodge Bonus
  • Enhancement Bonus
  • Feat Bonus
  • Inherent Bonus
  • Insight Bonus
  • Integral Bonus
  • Level Bonus
  • Luck Bonus
  • Martial Bonus
  • Material Bonus
  • Morale Bonus
  • Natural Armor Bonus
  • Profane Bonus
  • Racial Bonus
  • Resistance Bonus
  • Retraining Bonus
  • Sacred Bonus
  • Shield Bonus - removed
  • Shield Enhancement Bonus
  • Size Bonus
  • Training Bonus
  • Weapon Bonus

Based on current plan for magic redo, the following bonus types might be eliminated:

  • Alchemical Bonus
  • Competence Bonus (?) - does a bard's performance count as a "charge"?
  • Insight Bonus
  • Luck Bonus
  • Martial Bonus (?) - does a warlord's battle standard count as a "charge"?
  • Morale Bonus
  • Profane Bonus
  • Sacred Bonus

to be replaced with:

  • arcane bonus
  • divine bonus
  • vital bonus (both arcane & divine)

Possible New Character Classes

  • Physical Adept class (Fleshcrafter?) - arcane-powered melee, re-tool eidolon-style abilities as self-buffs
  • Mentat Warsage Storm Knight class - intelligence-based melee and thrown weapons user.
  • Toxotes - high damage ranged attacks, trick shots (possibly just create via new rogue talents?)
  • Galvanist
  • Seeker
  • Templar
  • Effigy (Artifact? Vestige?)
  • the character is an actual artifact, which is intelligent. The actual artifact is /somewhere/, though even the player may not know where. They have extended their consciousness into a remote effigy (moppet?) with which they interact with the world.
  • they can use their experience to augment their effigy, giving it better abilities
  • like a summoner or pet class, except that the master isn't present on the battlefield
  • Assassin
  • inflicts and spreads bleeds; can end all bleeds to deal that much damage to all enemies (even non-bleeding ones)

Interesting Links