Talk:Epic Path: Difference between revisions

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* 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.
would this be before, after, or during the role-strippage above?
ok, then we ditch the 'names per CR' stage, and make our lives easier.
* get Ben to update the MMM
* get Ben to update the MMM
* build the million summons machine,
* build the million summons machine
 
:* should review the summon feats that apply patterns and determine a reasonable limit, especially with regards to Superior Summons.  
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?
::* get RW's opinion on this.


  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
  (RD) this whole "awww..." crap makes me angry beyond words. It makes me feel like all the work I've done isn't good enough. I'm so pissed off right now I don't even want to work on this game any more.


::* this also leads into a conversation about putting some limits on Superior Summons... currently, it's infinite, which is bad.
::* alter summon feats to allow up to 1 pattern to be applied to druid animal companion at a time. Patterns can only be applied or changed after a full night's rest.
 
see cap suggestion above, which solves all this.
 
(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.
 
awww...  we'll see what RW has to say then
::* 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
  i hear you, but that's a BIG buff to the Druid and i'm not sure the class needs it


  (RD) I counter this with the fact that the druid currently only has 2 druid-specific feats (Boon Companion and Aspect of the Beast).  We could put a limit of one pattern for animal companions, and I'd still be happy with that change. (I would further say a pattern can only be applied or changed after a full night's rest).
  (RD) go read through the druid class and compare it to the alchemist or any other class you care to (alchy seems the closest in terms of 'jack of all trades' and relative power, IMO).  It could stand a little more, and I think adding it in as feat support stays in line with the whole 1.0 'not changing things' schtick.


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


===Notes / To Do===
===Notes / To Do===
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* update monster template to include a 'min CR' and 'max CR' field, which allows us to specify where the monster shows up in MMM.
* update monster template to include a 'min CR' and 'max CR' field, which allows us to specify where the monster shows up in MMM.
[[Feats With No Associated Class]] this category serves as a handy reference for old feats to be re-worked into potential magic items


=== Possible New Feats: ===
=== Possible New Feats: ===

Revision as of 20:56, 4 February 2021