Talk:Epic Path: Difference between revisions

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Next Steps:
Next Steps:
* finish moving the patterns into their templates.
the patterns should now be fully incorporated into the monster templates.
 
HOT DIGGITY DOG! Awesome!
 
If you find any errors, please let me know.
 
some but not all of the monsters in the Bestiary are displaying "{{#expr:0" instead of their Maneuver Defense.  See Giant Centipede for an example.
 
not sure if this is working as intended, but many low-level monsters in the bestiary are displaying negative numbers for their Save DC's. see Fire Beetle for an example
 
  Next Steps:
* update monster template to auto-adjust move types for killers and skirmishers (they get faster move speeds w/existing move types)
* update monster template to auto-adjust move types for killers and skirmishers (they get faster move speeds w/existing move types)
* strip out all the roles from all monsters, and move their role-specific powers into the appropriate sections of the template.
* strip out all the roles from all monsters, and move their role-specific powers into the appropriate sections of the template.
i'm going to finish converting the remaining patterns to the 'final' version of the pattern template, then I can start on this process...unless you'd rather tinker on this first.
* update the monster template to actually use the role-only special ability fields I just ReplaceText'ed into the monsters yesterday (currently they don't do anything)
* update the monster template to actually use the role-only special ability fields I just ReplaceText'ed into the monsters yesterday (currently they don't do anything)
* do a names pass on all existing and proposed monster names, so we can actually integrate the CR-adjusted names in the MMM without getting "Common Common Red Dragon" as a result.
* do a names pass on all existing and proposed monster names, so we can actually integrate the CR-adjusted names in the MMM without getting "Common Common Red Dragon" as a result.
would this be before, after, or during the role-strippage above?
* get Ben to update the MMM
* get Ben to update the MMM
* build the million summons machine, and update the summon template to allow patterns to be applied.  We need to discuss how many patterns are possible with this... adding just two was pretty freaking hard... I dread the possibility of trying to support 17+ on a single summon
* build the million summons machine,
 
ergh...  In all honesty, I'm not sure we should do this summons machine as a seperate thing.  Unfortunately, we tore out all the 'human appliable' text in the conversion process, and it honestly needed fixing anyway, so we should do SOMETHING.  We ''could'' build a new million summons machines, which is a fat ton of work for an edge case, and i cannot support that. Instead, we can by fiat declare that no more than two summoning feats can be applied to a single casting, and just use the MMM to generate the monsters. poof!  fixed! this 'max two' approach has the side effect of 'capping' max monsters at CR42 (two +3 patterns and Quatorze). thoughts?
 
and update the summon template to allow patterns to be applied.  We need to discuss how many patterns are possible with this... adding just two was pretty freaking hard... I dread the possibility of trying to support 17+ on a single summon
::* this also leads into a conversation about putting some limits on Superior Summons... currently, it's infinite, which is bad.
::* this also leads into a conversation about putting some limits on Superior Summons... currently, it's infinite, which is bad.
see cap suggestion above, which solves all this
::* this also leads into a conversation about updating summon feats to support Druid Companions better...  
::* this also leads into a conversation about updating summon feats to support Druid Companions better...  
i hear you, but that's a BIG buff to the Druid and i'm not sure the class needs it


[[Feats With No Associated Class]] this category serves as a handy reference for old feats to be re-worked into potential magic items
[[Feats With No Associated Class]] this category serves as a handy reference for old feats to be re-worked into potential magic items

Revision as of 18:19, 4 February 2021