Talk:Epic Path: Difference between revisions

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oh, and the vicious phaethon is showing a bunch of red text :)
fixed.  It was missing the fields for the patterns. Once I added them in (even blank), all the red text went away.  Full disclosure: I have no idea why that fixed anything. But it did, so I'm going to take credit for being supremely brilliant.  Bask in my glory!
  consider updating summons feats (some/all?) to allow them to be applied to the druid's animal companion
  consider updating summons feats (some/all?) to allow them to be applied to the druid's animal companion
monsters will have completely separate values for Initiative and their Movement skill (if any).  This is much easier to implement, and while not every monster should have the Movement skill, every monster should have an initiative.


Just jotting down pattern notes / questions here as I think of them:
Just jotting down pattern notes / questions here as I think of them:
* If a creature has 2 patterns and a role, and each gives a maximium bonus to initiative (+8), it could theoretically have as much as +24 to initiative.  This would put it so far ahead of all players that, even if it rolls a 1, and every player rolled a 20, it would still go first.  In my opinion, we should limit skill boosts from a given pattern and role to a max of +4 (maybe as much as +5 for extremes). This would still allow some pretty extreme cases (+15?), but might perhaps keep things within a d20 range.
* If a creature has a pattern that changes its type (from, say, fey to construct), and a second pattern that changes its type again (to say, outsider), which pattern should take precedence? You can only have one type (before you ask), and this is a question of what overwrites whatAt the moment, pattern 1 always wins, then pattern 2, and finally whatever role the base monster has.
 
  agree. that +8 is left over from way, way before we tightened up the skills. i don't think i've ever used anything more than a +4, so making the range 4 or 5 is fine with me.
 




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===Notes / To Do===
===Notes / To Do===
* would it be possible to code up a way to generate magic items as loot? swords/shields/armor/rods/staves all have TONS of options that we could theoretically use to make loot drops. not a fan of rando item drops for money, but, it's super traditional and we certainly have a vast stable of potential items, especially if we could figure out a way to auto-generate random properties/component rods and wands and levels.
* We could also consider making 'civilized' versus 'uncivilized' treasure parcels for monsters (could be keyed off of the monster's INT stat, meaning no changes to existing monsters, just changes to the main template), which would affect whether some of the treasure was in coins, gems, trade goods, versus just 'sellable goods' (read: goopy bits).
 
* random loot generation
* random remnant generation (a built-in roller would be cool)
* Million Summons Machine


* need to issue guidelines for adapting content from other systems? the heavy/legend roles might need to be emphasized for conversion tasks
* need to issue guidelines for adapting content from other systems? the heavy/legend roles might need to be emphasized for conversion tasks


* need to revisit the [[Vehicle Combat]] rules at some point. Clean them up, simplify where possible, and remove language about multiple piloting skills, stat dependency on ship class, etc. Perhaps vehicles should perform like magic weapons (enhance bonus, properties, dweomermetal) that the pilot 'wields' to attack.  This would allow the use of to-hit rolls, instead of maneuver checks for attacking.  Try to make the system more like traditional combat... maybe figure out a way to remove facing.
* revisit the [[Vehicle Combat]] rules. Clean up, simplify, and remove language about multiple piloting skills, stat dependency on ship class, etc. Perhaps vehicles should perform like magic weapons (enhance bonus, properties, dweomermetal) that the pilot 'wields' to attack.  This would allow the use of to-hit rolls, instead of maneuver checks for attacking.  Try to make the system more like traditional combat... maybe figure out a way to remove facing.
 
* update combat page to talk about ranged attacks, firing into combat, firing through allies/enemies (soft cover)


* figure out a way to make the bailiwicks more distinct from their associated knowledge skills.  In some cases, it's not bad (Spycraft vs Know:Local), but in many cases, it's ambiguous (Reason vs. Know:Logic; Naturalism vs. Know:Nature, etc.)
* figure out a way to make the bailiwicks more distinct from their associated knowledge skills.  In some cases, it's not bad (Spycraft vs Know:Local), but in many cases, it's ambiguous (Reason vs. Know:Logic; Naturalism vs. Know:Nature, etc.)
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* treasure idea: in addition to remnants, other currencies could drop (settlement currencies, magic item upgrades, eggs (for mounts), etc.), maps to other locations of interest, a way to spawn specific encounters.  This would also be a good way to put single-use magic items into the game (which could be anything from a bottle of alchemist's fire to a scroll that calls a deific champion to help you for one round, or a genie that grants you a single wish).
* treasure idea: in addition to remnants, other currencies could drop (settlement currencies, magic item upgrades, eggs (for mounts), etc.), maps to other locations of interest, a way to spawn specific encounters.  This would also be a good way to put single-use magic items into the game (which could be anything from a bottle of alchemist's fire to a scroll that calls a deific champion to help you for one round, or a genie that grants you a single wish).
* We could also consider making 'civilized' versus 'uncivilized' treasure parcels for monsters (could be keyed off of the monster's INT stat, meaning no changes to existing monsters, just changes to the main template), which would affect whether some of the treasure was in coins, gems, trade goods, versus just 'sellable goods' (read: goopy bits).
* update monster template to state (under xp and treasure) that 'x role counts as x monsters'


* update monster template to account for adding a role to a monster with a modified # of attacks
* update monster template to account for adding a role to a monster with a modified # of attacks
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:* caltrops - add partisan level in damage against any attacked foe in aura, once per attack, hit or miss  
:* caltrops - add partisan level in damage against any attacked foe in aura, once per attack, hit or miss  


=== Reese To-Do List: ===
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)
* 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).
* 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.
* strip all the roles out of every monster that has a role
* 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.
:* 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.


* trap damage table?
* trap damage table?
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* add new status conditions that inflict a circle penalty (or alter existing conditions to include it)
* 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.
:* 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.


* integrate hustle rules on the [[Types of Movement]] page onto the [[Environmental Effects]] page.
* integrate hustle rules on the [[Types of Movement]] page onto the [[Environmental Effects]] page.

Revision as of 01:08, 27 January 2021