Talk:Epic Path: Difference between revisions

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* 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.
  roger that, pattern conversions underway
 
(RD) no, finish the patterns first.  This can wait until that's done.


* 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)
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  would this be before, after, or during the role-strippage above?
  would this be before, after, or during the role-strippage above?


  also, while I'm thinking about it, do we really NEED CR-adjustment names? dropping that makes the naming a lot less cumbersome, and a CR 5 Orc is the same as a CR7 Orc, powers and flavor-wise, just tougher on the numbers. do we want to 'expose' the CR numbers so much by giving them names?
  ok, then we ditch the 'names per CR' stage, and make our lives easier.
 
(RD) honestly? I kind of agree with you on this. We could just skip the CR-based name prefixes. It doesn't get us much, and I'm really looking forward to not doing any more with this damned template.


* get Ben to update the MMM
* get Ben to update the MMM
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  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
  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.


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  (RD) I kind of want to talk to Rick to see what he thinks, since his build is very template-heavy (pattern heavy).  He's a pretty reasonable guy, and can probably think of some way to limit this without making it punitive.  He may agree that two patterns is fine, but I'd like his input.
  (RD) I kind of want to talk to Rick to see what he thinks, since his build is very template-heavy (pattern heavy).  He's a pretty reasonable guy, and can probably think of some way to limit this without making it punitive.  He may agree that two patterns is fine, but I'd like his input.


  (TB) wellll....  if we decide two patterns is punitive, we could limit it to three...and update the MMM to apply three patterns.... and use it for summons....  and now we can apply three Patterns to all the monsters!  12 ''million'' variants for EVERY MONSTER!  MUAHAHAHAHAAA!!!  Just...putting the idea out there.  <shifty eyes>
  awww...  we'll see what RW has to say then
 
(RD) God dammit, it's <span style="font-size:150%; color:red;">NEVER GOING TO FUCKING HAPPEN.</span> If you want to do it, you should, but I'm not going to.  Stop suggesting this like it's so fucking trivial to do.  I've put in about 200 hours of work on this, and it's NOT FUN.
   
   
::* 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...  

Revision as of 20:40, 4 February 2021