Talk:Epic Path: Difference between revisions

From Epic Path
Jump to navigation Jump to search
No edit summary
No edit summary
Line 21: Line 21:


==Highest Priority Things To Do==
==Highest Priority Things To Do==
* consider renaming Paladin's "Mercy/Correction/Scourge" to "Cleansing"
* consider renaming Prowler to Skirmisher
* consider renaming Prowler to Skirmisher



Revision as of 21:56, 15 August 2016

Retraining Rules

  • need to simplify, in light of "you get 20 days off, what do you do". We don't want this to be an exercise in dice rolling.
    • Recommendation: take 10 or 20 on bailiwick skill check to determine action pool, make banking dice better (really punishes odd numbers of dice in action pool right now, and has a big "why" factor, apparently).
    • Recommendation 2: have a base time required, + or - some number of intervals based on a single bailiwick skill check. E.g.:
      • If you make less than an average check for your level, +2 intervals or +10%, whichever is worse
      • more than average, but less than hard check for your level, use base time required
      • Hard check or better, -1 interval or -10%, whichever is better
      • Impossible check or better, either -2 intervals or -25%, whichever is better
    • Bailwick check is made when you start, and that's the only roll until it's over, regardless of leveling up, etc. (Nice thing about this system is we'd only need one base value for all levels).
  • re-map skill to new stat -- if a multi-skill (knowledge, perform, profession), all aspects of that skill get remapped.
  • consider a "re-map a class ability to a different stat" retraining (one class ability per retraining; should take at least as long as as "re-map skill to new stat")

Abstract Encounter Rules

  • Consider simplifying banking dice process. Instead of 'spend 1 to bank 1,' consider:
    • spend 1 to bank all remaining
    • spend 1 to bank 1, but if you have an odd number of dice, you can bank the last die for free
    • no charge for banking dice
  • in any case, will need to review expenditure target numbers.

Highest Priority Things To Do

  • consider renaming Paladin's "Mercy/Correction/Scourge" to "Cleansing"
  • consider renaming Prowler to Skirmisher
  • need to review/do balance pass on Barbarian rage powers. Consider buffing offensive powers, and weakening defensive powers (as appropriate).
  • Off-class specializations (prestige classes):
    • tank - divergent way
    • striker - motley calling
    • leader - specialized training
    • controller - eclectic pursuit
      • consider making one where you can become a lich (requires evil align, etc.)
  • templates:
    • update spell template to pass info to master list (components)
    • consider redoing rogue talents pages into a template
    • consider moving the weapon/armor/shield magic properties pages into templates
    • consider moving fighter tactics into templates/separate pages
    • finish moving the weapon listings into templates
  • add weights for all doors and such on the 'breaking objects' page, for purposes of the Might skill.
  • Make traps more interesting/fun
  • revisit Merchant DC numbers on Money and Merchant pages (make sure they line up with Hard DC's for the NPC level we want)
  • May want to review the damage done by mounts (currently adds damage bonus equal to CR of mount, assuming it is combat-trained). See Ride for details.
  • Redo analysis pass for all character classes
    • I'd like to revisit the Brawler's restriction on magic weapons (e.g. Amulet of Mighty Fists). Why? (I forgot)
  • Monsters
    • finish creating heroic-level monsters (CR's 17 to 20)
    • Move existing monsters to the new Monster template (started! done through CR 5)
    • Finish converting blueprints to new template (done through CR 8)
  • Vehicles & Siege Weapons
    • template for vehicles?
    • template for siege weapons?
    • Finish Vehicle Combat Rules
      • page for PC vehicles (pre-made, make your own, customization/upgrade rules)
      • page for NPC vehicles (make your own, table of specials)
      • page for special vehicle upgrades
  • Create dweomermetal properties for implements, and add dweomermetals as an option for Implement creation
  • Finish Equipment descriptions
  • Pre-Made Magic Items List : "Acculturate" magic items so that there is a courageous, heroic, epic, and mythic version on every item for every slot.
  • Re-write "what is epic path" page. (Started)
  • Skills
    • Need to review all skills to update Target DC's using new skill check DC's table, if appropriate.
      • Should also review epic skill uses for the same thing.
    • Update the skills pages with the new Skills template
    • Need to have a longer discussion about which skills map to which stats. Perhaps we can review all of them (maybe 'escape artist' is strength?)
    • need to discuss whether skills with wide-ranging uses (e.g. drover) can really be mapped to one stat, and if so, what is fair.
    • sleight of hand needs a new use: obscure a non-spell ability from observation (e.g. Paladin's detect ethos, barter's detect magic, etc.)
  • Adjust language of damage done by combat maneuvers to call out that things like bard songs, spell damage bonus, etc. can be added. The attacking character deals only base damage plus weapon enhancement bonus (?) if any.
  • new feats needed:
    • Warlord - more formation dice
    • Ranger - more quarry dice
    • Ranger - better traps (better action economy, use against an occupied space)
  • do we want to add any feats to allow people to improve abstract actions (other than skill focus, etc.)?
  • Feats:
    • Review mounted feats, in light of changes to Mounted Combat (Driver/Ride)
    • Update any feats which apply to abstract encounters with the "Category:Abstract Encounters" category.

Lower Priority Things To Do

  • Epic Bloodline (archaic bloodline) writeups
  • Partisan (was Cromlech) - primary tank class
  • Sharp (was Gambler) - buff/controller class
  • Pariah (was Warlock) - striker/caster
  • Build/flesh-out basic rules pages
    • How to gaming page
    • Ability Scores page
    • Finish Character Advancement page
    • How to Combat page
    • Glossary of Terms page
  • Sorcerer Bloodlines page
  • Cleric Domains page
  • Import spells to page - started!
  • Auramancy
  • True Dweomers
  • If we ever allow multiclassing, we need to create feats for each character class akin to the Shaping Focus (Feat).
  • Create master list of allowable spells for spell effects for magic item creations (optional?)

Playtests

  • Fane Campaign (Level 5 to date) - Characters play-tested:
    • cleric
    • brawler
    • prowler
    • alchemist
    • wizard
  • Windward Marches campaign (level 8 to date) - Characters play-tested:
    • fighter
    • paladin
    • warlord
    • rogue (clever)
    • alchemist
    • barbarian (left game at level 6)
  • The Golden Portal campaign (level 11 to date) - Characters play-tested:
    • prowler
    • bard
    • brawler
    • sorcerer
    • rogue (clever)
    • cleric
    • fighter
    • ranger
  • Fractured World campaign (level 4 to date) - Characters play-tested:
    • prowler
    • warlord
    • rogue (ruthless)
    • ranger

Character Classes

  • Physical Adept class (Fleshcrafter?) - arcane-powered melee, re-tool eidolon-style abilities as self-buffs
  • Mentat Warsage Storm Knight class - intelligence-based melee and thrown weapons user.
  • Fanatic class - divine melee/unarmed, low heals, light armor, no spells. Lay on Hands that does damage; touch attacks.
  • Toxotes - high damage ranged attacks, trick shots (possibly just create via new rogue talents?)
  • Galvanist
  • Seeker
  • Templar

New Systems

  • Prestige-class replacement system (feat trees?) Alternatively, examine 'good builds' in existing sources and recreate similar functionality in a 'package' of class abilities, call it the 'Epic Path' 'Divergent Path'; 'Dilettante Path', 'Dabbler Path' ?
  • Balance thoughts for multi-classing; 5 levels minimum dip, multi-class characters may not use action points, multi-class characters may not use feat trees/epic paths, etc.
  • Abstract Action mechanic worked out, needs playtesting/balance/integration into all game mechanics
  • True Dweomers - data compilation begun
  • Interoperate with Abstract actions/become ritual magics?
  • Some casting times measured as a standard action usable in Real-Time, some casting times measured in Intervals?
  • Require skill rolls vs DC's to cast? (Old idea, but, it kind of works with the new systems pretty good....)

10th Corrupt Dweomers: Target a foe, any items they have no longer give them a bonus until the end of the encounter. If the items have a CL of 20 or below, there is no roll. If the items have a CL of 21 or higher, make a caster level check vs a target of 10+ the CL of each item. If it succeeds, the item no longer gives a bonus until the end of the encounter. If it fails, there is no effect.

11th

12th

13th Accursed Dweomers: As Corrupt Dweomers, except any affected items inflict a penalty equal to their normal bonus until the end of the encounter.

14th

Truemagic Feats
    • Truemagic Scribe - learn one new true dweomer of 10th level
    • Truemagic Supplicant - learn two new true dweomers of 10th or 11th levels
    • Truemagic Ordained - learn three new true dweomers of 10th thru 12th levels
    • Truemagic Nominate - learn four new true dweomers of 10th thru 13th levels
    • Truemagic Magus - learn five new true dweomers of 10th thru 14th levels

Dice Roller

  • All electronica baby!

http://www.anydice.com/

  • it hurts me, but I am unable to stop poking at it:

http://www.cut-the-knot.org/recurrence/word_primes.shtml

hexatrigesimal prime numbers as words. (whimper)

Things to find and replace