Talk:Epic Path: Difference between revisions

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=== questions about patterns ===
=== questions about patterns ===
* since patterns can't change hit dice, are hit dice are always based on the base creature's CR? or the adjusted CR? or something else?
* since patterns can't change hit dice, are hit dice are always based on the base creature's CR? or the adjusted CR? or something else?
i'd set hit dice to be the same as the base CR, so they match every other field. hit dice are used for a few things, but nothing major that I recall. If you'd rather set them to the adjusted CR, that would maybe scale a bit better, but don't kill yourself shooting for it
* if all the variables in a pattern are +1 or greater, why is the pattern of the adjusted CR listed? Why can't we just lower the adjusted CR and all the variables by 1 until at least something is a 0?
* if all the variables in a pattern are +1 or greater, why is the pattern of the adjusted CR listed? Why can't we just lower the adjusted CR and all the variables by 1 until at least something is a 0?
historically, in 3.0, 3.5, pathfinder, etc, 'monster templates' were the only way to increase the level of existing monsters. we have the MMM, so, yes, we could if we wanted flatten out the patterns a bit.  even more importantly, this is the basis of the notion of adjustable patterns i mentioned a few days ago, namely, adding a range of numbers to allow even larger pattern CR adjustments by picking from a slider, which adds to every field to adjust patterns from 1-5, or 2-7, or 3-9, or something. historically, the larger CR adjustment patterns were better and tougher, as well. do we strictly need to do either?  no. but it'd be awfully cool :)
* negative numbers in patterns are fine as long as it doesn't force the total adjusted value below CR 1. The same problem arises if bonuses push the adjusted value of the CR above 44.  I can add checks for this into all the formulas, but it will likely triple the complexity of the monster template to do so (which is why I'm not).  Or, we could just rely on GMs to not actively try to break the game.
* negative numbers in patterns are fine as long as it doesn't force the total adjusted value below CR 1. The same problem arises if bonuses push the adjusted value of the CR above 44.  I can add checks for this into all the formulas, but it will likely triple the complexity of the monster template to do so (which is why I'm not).  Or, we could just rely on GMs to not actively try to break the game.
removing negatives makes this issue go away at the bottom of the game, and a one-sentence blurb displayed next to the MMM entry fields ("Level or Pattern CR adjustments above CR44 will break the tool, if you need such large adjustments, kindly use the native Blueprints instead.") solves this issue forever.  Not many games gonna hit 44th, and they'll be so custom any GM up there will be kit-bashing like mad anyway. :)





Revision as of 10:27, 27 January 2021