Talk:Epic Path: Difference between revisions

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== Size Bonus ==
== Size Bonus ==
Is being size small actually superior to being size medium?
* size small does the following: +1 to ac, +1 to stealth, -1 to man-off and man-def, -10 feet to [[Walk]] speed.
* +1 to hit, +1 AC (incl. Touch, but not FF), -1 to man-off and man-def, +1 to stealth, -10 ft. walk speed, reduced weapon damage
:* applies to 'alter self' and similar spells.
:* except that most of the small races can take a minor trait to wield sized-medium weapons with no penalty (not compensating).
* consider updating all weapon damage to ignore size
:* monks, rogues, and brawlers don't even need to pay the minor trait to have size medium damage.
:* if so, we need to create new minor traits to replace 'not compensating' for the Gnome, Halfling, and Grippli (Nagdyr get "Probably Compensating a Little" major trait, which should also be reviewed).
* it's a major racial trait to get a +1 dodge bonus to AC (see Dwarf - Defensive Training).
:* would also need to update size/handiness rules a little -- would still apply to size-large weapons
* similarly, it's a major racial trait to get a +1 to-hit (see Vishkanya - Kreiger).
::* we could, in theory, get rid of size-large weapons also, to simplify things. It may not really add much to the game, in the long run (would require removing 4 feats, and a few other racial traits, but otherwise not hard).
* oreads and dwarves both suffer a -10 penalty to walk speed, despite being size medium
:* also, the speed penalty can be overcome with a fairly cheap magic item (boots of speed).
 
* '''Recommendation:''' get rid of the +1 size bonus to-hit. If that's too mean, impose a -1 to-hit penalty (negating the +1 bonus) if they are dealing "normal" damage in spite of their size (would apply to casters, rogues, monks, brawlers, and the 'not compensating' trait).


==slotless notes==
==slotless notes==
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* '''casters:''' to avoid the "casters that dual- or multi-class are gimping themselves" issue, we will alter how spell save DC's are calculated, from "10 + caster stat + spell level" to "10 + caster stat + half caster level".  In the case of a multi- or dual-classed character with caster levels, they base these saves off their total character level.
* '''casters:''' to avoid the "casters that dual- or multi-class are gimping themselves" issue, we will alter how spell save DC's are calculated, from "10 + caster stat + spell level" to "10 + caster stat + half caster level".  In the case of a multi- or dual-classed character with caster levels, they base these saves off their total character level.
* we may need to reduce the total number of spells that casters are able to cast at the top end.
* we may need to reduce the total number of spells that casters are able to cast at the top end.
* If we ever allow multiclassing, we need to create feats for each character class akin to the [[Shaping Focus (Feat)]].


== magic weapons notes ==
== magic weapons notes ==
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** No more than 4 times per 8 hours, and you must have the ability to cast it that many times without rest.
** No more than 4 times per 8 hours, and you must have the ability to cast it that many times without rest.


* put in a formula and an example for creating magic weapons, armor, shields, implements
** put it in a box


==Started But Unfinished Stuff==
==Started But Unfinished Stuff==
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* defining equipment
* defining equipment
* magic item crafting rules are only halfway re-written
* magic item crafting rules are only halfway re-written
** need to update enhancement bonus and property costs for weapons/armor/shields/implements
** need to update rules for magic enchantment of projectile weapons, but not ammo
** need to update rules for magic enchantment of projectile weapons, but not ammo
* continue writing Cosmology of Creation page
* continue writing Cosmology of Creation page


* need a page for bonus types, to allow all those broken links to point somewhere.
* need a page for bonus types, to allow all those broken links to point somewhere.
** looking at Paizo's PRD, they don't actually do this; I don't think we'll need much, if anything.
** alternatively, we could rip out all the links, but that seems like more work than just making a page and pointing stuff there.
The only reason I created links to the Bonus types when I was doing the spells was because of stacking limitations (like bonuses do not stack).  You already have a limited version of this list (see [[Armor Bonus]]). - DGW


* need to update / create page for monster types and subtypes.
* need to update / create page for monster types and subtypes.
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* movement - challenging DC to ignore movement penalty of 1 square of difficult terrain. 2 squares if hard DC, 3 squares if impossible DC.
* movement - challenging DC to ignore movement penalty of 1 square of difficult terrain. 2 squares if hard DC, 3 squares if impossible DC.
* movement - hard DC to resist 1 square of forced movement. 2 squares if impossible DC.
* movement - hard DC to resist 1 square of forced movement. 2 squares if impossible DC.
== item names ==
On the march in unfriendly terrain, the legionnaire would be loaded down with armor commonly (lorica hamata), (lorica squamata), and 1st-3rd Century (lorica segmentata), shield (scutum), helmet (galea), two javelins (one heavy pilum and one light verutum), a short sword (gladius), a dagger (pugio), a pair of heavy sandals (Caligae), a Sarcina (marching pack), about fourteen days worth of food, a waterskin (bladder for water), cooking equipment, two stakes (Sudes murale) for the construction of palisades, and a shovel or wicker basket.


==character sheet changes==
==character sheet changes==
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* review equipment bonuses to skills: e.g. masterwork tools, thieves' tools
* review equipment bonuses to skills: e.g. masterwork tools, thieves' tools
* Add definition of triggered free action
* Add definition of triggered free action
* New Senses
** Write up telepathy as a sense
** Cloudsense (see through clouds, fog and mist; akin to radar)
** Improved Tremorsense - detect and see through solids even past gaps in solids (i.e. detect solids on other side of a wall) as long as within your max range for sense


* Monsters
* Monsters
** validate that everything we want in the monster template is in there. Any other changes?
** restart moving existing monsters to the new Monster template (version 2.0)
** restart moving existing monsters to the new Monster template (version 2.0)
** Finish converting blueprints to new template
** finish creating heroic-level monsters (CR's 17 to 20)
** finish creating heroic-level monsters (CR's 17 to 20)


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* review 'breaking objects' page, in light of changes to vehicle combat and removal of abstract encounters rules
* review 'breaking objects' page, in light of changes to vehicle combat and removal of abstract encounters rules
* siege weapons - how do they work with the vehicle combat rules?
** unless we want siege weapons to continue to be cumulative forces, though it seems like people hated all the dice rolling of the abstract encounters
** unless we want siege weapons to continue to be cumulative forces, though it seems like people hated all the dice rolling of the abstract encounters
** right now, vehicles will never penetrate heavy defenses and fortifications; the target DC's are way too high, as are many of the durabilities
** right now, vehicles will never penetrate heavy defenses and fortifications; the target DC's are way too high, as are many of the durabilities
* add weights for all doors and such on the 'breaking objects' page, for purposes of the Might skill.
* add weights for all doors and such on the 'breaking objects' page, for purposes of the Might skill.
* Make traps more interesting/fun
* Make traps more interesting/fun


* Redo analysis pass for all character classes
* 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)
** I'd like to revisit the Brawler's restriction on magic weapons (e.g. Amulet of Mighty Fists). Why? (I forgot)
* siege weapons - how do they work with the vehicle combat rules?
* Finish Equipment descriptions


* feats:
* feats:
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* templates:
* templates:
** consider redoing rogue talents pages into a template
** consider redoing rogue talents pages into a template
** finish moving the weapon/armor/shield magic properties pages into templates
** consider moving fighter tactics into templates/separate pages
** consider moving fighter tactics into templates/separate pages
** move armor/shields into templates like the weapon entries
* Add to the SR magic enchantment page to include a section which grants a +1 through +6? bonus to existing (class-feature) SR.


* Epic Bloodline (archaic bloodline) writeups
* Epic Bloodline (archaic bloodline) writeups
* Create dweomermetal properties for implements, and add dweomermetals as an option for Implement creation
* 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
** Re-write "what is epic path" page. (Started)


* Sorcerer Bloodlines page
* Sorcerer Bloodlines page
* Cleric Domains page
* Cleric Domains page
* Import spells to page - started!


* Auramancy
* Auramancy
* True Dweomers
* 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?)
* Create master list of allowable spells for spell effects for magic item creations (optional?)
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== Character Classes ==
== Character Classes ==
* Sharp (was Gambler) - buff/controller class
* Pariah (was Warlock) - striker/caster
* '''Physical Adept''' class (Fleshcrafter?) - arcane-powered melee, re-tool eidolon-style abilities as self-buffs
* '''Physical Adept''' class (Fleshcrafter?) - arcane-powered melee, re-tool eidolon-style abilities as self-buffs
* <strike>Mentat</strike> <strike>Warsage</strike> '''Storm Knight''' class - intelligence-based melee and thrown weapons user.
* <strike>Mentat</strike> <strike>Warsage</strike> '''Storm Knight''' class - intelligence-based melee and thrown weapons user.
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:* they can use their experience to augment their effigy, giving it better abilities
:* they can use their experience to augment their effigy, giving it better abilities
:* like a summoner or pet class, except that the master isn't present on the battlefield
:* like a summoner or pet class, except that the master isn't present on the battlefield
==Character Class Mini-Games==
The goal of the minigame is to keep each class feeling distinct from any other class (drive home the theme of the class), and also prevent the "I hit him again" same-ness that can happen with combat. Give people something that requires planning or tactical awareness or resource management every round, to keep them engaged.  The prowler's mini-game is simple, but it's great, in my opinion. You have to look at the board, you have to remember where you last attacked, you have to think about how you're going to set up your next attack.
Ideally, the mini-game is largely optional. You can play any character as "I hit him again", if you want, and you'll do okay. But if you play the mini-game, it gives you opportunities to optimize your play and improve your outcomes by 10 to 25% or so.  Enough of a reward to give the min/maxers something to feel rewarded by, but not so much that it unbalances the class.
===Already Addressed===
* Barbarian - generate fury by getting attacked, decide how to spend fury
* Druid - wild shape; animal companion; spells -- probably busy enough each round
* Partisan - establish zone of control; govern it
* Prowler - displace 10 feet between each attack
* Ranger - determine how to spend quarry dice; keep quarry active
* Sharp - fate deck
===Need Work===
* Alchemist - throw bombs or hulk out; fetish;
* Bard - "compose a stanza"? arrange a sequence of power words to determine your actions for the round?
* Brawler - jab and counterstrike are interesting options; the status attacks seem to get short shrift vs haymaker; class is very "I hit him" oriented
* Cleric - stay adjacent to injured ally; could use more, IMO. Maybe a bonus once/encounter spell (based on domain) that is triggered by something thematically relevant?
* Fighter - wall of steel fighter is fine, IMO; other fighters may feel a lot more "I hit the guy" than I would want.
* Monk -
* Paladin -
* Pariah -
* Rogue - seek flanks, maybe some better stealth tricks?
* Sorcerer -
* Warlord - keep temp hp's up, probably need a little more (maybe a variable way to improve their hold the line stance each round as an action?)
* Wizard -


== Dice Roller ==
== Dice Roller ==

Revision as of 16:40, 1 September 2017

Size Bonus

  • size small does the following: +1 to ac, +1 to stealth, -1 to man-off and man-def, -10 feet to Walk speed.
  • applies to 'alter self' and similar spells.
  • consider updating all weapon damage to ignore size
  • if so, we need to create new minor traits to replace 'not compensating' for the Gnome, Halfling, and Grippli (Nagdyr get "Probably Compensating a Little" major trait, which should also be reviewed).
  • would also need to update size/handiness rules a little -- would still apply to size-large weapons
  • we could, in theory, get rid of size-large weapons also, to simplify things. It may not really add much to the game, in the long run (would require removing 4 feats, and a few other racial traits, but otherwise not hard).

slotless notes

  • get rid of synergy bonus for multiple enchants on single items.
    • instead, first enchant is normal cost, any additional enchants cost double.
  • slotless items which are only available as slotless items (e.g. handy haversack, flying carpet, etc.) are normally priced
    • items which are normally "slotted" items but are converted to slotless cost triple normal price.

multi-classing / dual-classing

  • multi-classing: commit to no fewer than 5 levels of any class. If you have at least 5 levels in a class, you may choose to start gaining levels in a different class instead, committing to that new class for a minimum of 5 levels.
  • dual classing: pick two classes at character creation. You level up in an alternating pattern, gain 1 level in one, then gain 1 level in the other. You cannot deviate from this pattern, nor can you choose to multi-class until you have at least 5 levels in BOTH classes.
  • if you choose to multi-class or dual-class, you permanently give up the use of action points.
  • casters: to avoid the "casters that dual- or multi-class are gimping themselves" issue, we will alter how spell save DC's are calculated, from "10 + caster stat + spell level" to "10 + caster stat + half caster level". In the case of a multi- or dual-classed character with caster levels, they base these saves off their total character level.
  • we may need to reduce the total number of spells that casters are able to cast at the top end.
  • If we ever allow multiclassing, we need to create feats for each character class akin to the Shaping Focus (Feat).

magic weapons notes

  • remove ability to enchant ammo; only projectile weapon can be enchanted
    • update limitless quiver to allow other ammo types, but non-magical.
    • ammo also cannot have dweomermetals — dweomermetal effects are instead conferred by the projectile weapon shooting the ammo.
  • create some non-magical ways of adding +to-hit and +damage to weapons/shields/armor/implements
    • will not stack with magic, but cannot be suppressed by anti-magic/dispel, etc.
    • instead of costing more, I think they just shouldn't go as high as +9
    • no properties? (we could, but it would be a lot of work that we don't really need to do right now)
      • quenches of oil, water, brine, blood for +to-hit
      • tempers of single, triple, and seven-fold for +base damage

stuff to update

  • review Critical Strike rogue talent -- epic talent which doesn't do very much (rogues already maximize their sneak attack damage on a crit)
  • review ranger traps (lots of actions, lots of rolls, too many chances for them to do nothing)
  • Perform: performance complexity - clarify to setting the CR of the song
    • same for entertaining an audience
  • retraining, and anything else with intervals of days -- clarify how spells can be used to buff the underlying skill bonus.
    • based on how many times you'd have to cast it in an 8 hour period.
    • No more than 4 times per 8 hours, and you must have the ability to cast it that many times without rest.


Started But Unfinished Stuff

  • converting ammo into templates (necessary?)
  • converting magic properties - implements / armor / shields into templates
  • creating new senses - Mindsense
  • defining equipment
  • magic item crafting rules are only halfway re-written
    • need to update rules for magic enchantment of projectile weapons, but not ammo
  • continue writing Cosmology of Creation page
  • need a page for bonus types, to allow all those broken links to point somewhere.
  • need to update / create page for monster types and subtypes.
    • need to review any broken links to subtypes that we don't actually want to define (e.g. azata)

Siegemetal Alloys

  • like a dweomermetal - any enhancement bonus or magic properties on weapon (or armor?) become extraordinary instead of magic-based.
  • Tempered Siegemetal - max absolute bonus of +5 (12-10)
  • Annealed Siegemetal - max absolute bonus of +10 (20-10)
  • Quenched Siegemetal - max absolute bonus of +14 (28-10)
  • Forged Siegemetal - max absolute bonus of +18 (35-10)
  • DR x/magic works against this weapon, since it is not magic.

Skill Challenges

  • use initiative as a means of controlling who acts when
  • require more skill checks each round than there are players -- make the players decide which parts of the challenge they care about most
  • determine what happens if each of the checks isn't made -- consequences are fun. Use the consequences to trigger the event of the next round
  • the first round should simply lay out the challenge, and let people know what skill checks exist
    • may also want to include mystery checks -- players who don't want to do any of the 'mandatory' checks can try something different
    • set the scene -- make sure there's lots of gimmicks, treats, odds & ends to interact with
    • determine the timer -- there should be a clearly defined timer -- "if the foe gains ground at least three times, they escape".
  • the second round should add a complication or twist, or perhaps a boon (if the players did really well)
  • skill challenges should probably be timed to last about 3-4 rounds, just like combat. This would allow traps to become skill challenges, for example, but also weird things like poisons and disease. Chase scenes, bar brawls, verbal sparring, contests, etc. are all also good examples of skill challenges.
  • abstract encounters re-tool -- exceptional success rewards a d6 (or even 2d6) which can be applied to anyone's future checks during the skill challenge. Bonus dice are additive, and as many as you want can be applied to a single roll. However, any roll which has bonus dice applied to it cannot gain bonus dice itself. If you want to accumulate bonus dice, don't get help.
  • need to work out how xp and treasure would be awarded for skill challenges, especially when they are taking place in the middle of a fight (traps, poisons, contests). The challenge itself would ideally represent one or more monsters of the same CR as the encounter, but the math seems a little fuzzy.
  • common skill challenges (bar brawls, chase scenes) might have a random table of complications for the GM to roll. Complications don't occur right away -- the players are notified that the complication might occur if they don't take action to prevent it, and are given a round to deal with it (in addition to dealing with all the other skill checks required).
    • each complication should have a few variants of outcomes, depending on how well the players mitigated it, ranging from "made it worse", to "not as bad", to "didn't happen at all".

possible skill use

  • movement - challenging DC to ignore movement penalty of 1 square of difficult terrain. 2 squares if hard DC, 3 squares if impossible DC.
  • movement - hard DC to resist 1 square of forced movement. 2 squares if impossible DC.

character sheet changes

  • include might skill modifiers to encumbrance
  • bailiwick skill ranks granted to associated knowledge skill
  • add button functions from Rick's sheet
  • start listing out the possible moving parts relevant to combat in the buffs and debuffs tab

Highest Priority Things To Do

  • review equipment bonuses to skills: e.g. masterwork tools, thieves' tools
  • Add definition of triggered free action
  • Monsters
    • restart moving existing monsters to the new Monster template (version 2.0)
    • finish creating heroic-level monsters (CR's 17 to 20)
  • update weapon qualities for the new status conditions/combat maneuvers, as needed
  • consider renaming Prowler to Skirmisher, Corsair, Drifter, Outlaw (to de-conflict with similar-sounding "brawler")
  • review 'breaking objects' page, in light of changes to vehicle combat and removal of abstract encounters rules
  • siege weapons - how do they work with the vehicle combat rules?
    • unless we want siege weapons to continue to be cumulative forces, though it seems like people hated all the dice rolling of the abstract encounters
    • right now, vehicles will never penetrate heavy defenses and fortifications; the target DC's are way too high, as are many of the durabilities
  • add weights for all doors and such on the 'breaking objects' page, for purposes of the Might skill.
  • Make traps more interesting/fun
  • 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)
  • feats:
    • Warlord - more formation dice
    • Ranger - more quarry dice
    • Ranger - better traps (better action economy, use against an occupied space)
    • Prowler - improve save DC for encroaching jolt?
    • add a feat to allow "deny saving throw" under Heal to be non-provoking, and take only a move action (no bonus to check)
    • Review mounted feats, in light of changes to Mounted Combat
    • Update any feats which apply to abstract encounters
    • review/update combat maneuver feats for new status conditions, as needed
  • Review barbarian feats again

Lower Priority Things To Do

  • templates:
    • consider redoing rogue talents pages into a template
    • consider moving fighter tactics into templates/separate pages
  • Epic Bloodline (archaic bloodline) writeups
  • Sorcerer Bloodlines page
  • Cleric Domains page
  • Auramancy
  • True Dweomers


  • Create master list of allowable spells for spell effects for magic item creations (optional?)

Playtests

Class Sub-Class Char Name Lvls Campaign
Alchemist Zanril 1 - 5 Fane
Alchemist Hydrazine 1 - 8 Windward Marches
Barbarian Gant 1 - 5 Fane
Barbarian Keladin 1 - 6 Windward Marches
Barbarian Urban Wrathia 1 - 6 Fractured World
Bard Fennec 1 - 12 Golden Portal
Brawler Punch 1 - 5 Fane
Brawler Culotta 1 - 12 Golden Portal
Cleric Scoria 1 - 5 Fane
Cleric Tedrick 1 - 12 Golden Portal
Druid
Fighter Corvus 1 - 8 Windward Marches
Fighter Sojourn 1 - 12 Golden Portal
Monk
Paladin Edric 1 - 8 Windward Marches
Prowler Sigel 1 - 5 Fane
Prowler Gabriel 1 - 12 Golden Portal
Prowler Draught 1 - 6 Fractured World
Ranger Nerium 1 - 12 Golden Portal
Ranger Coldre 1 - 6 Fractured World
Rogue Clever Vellum 1 - 8 Windward Marches
Rogue Clever Ashe 1 - 12 Golden Portal
Rogue Ruthless Senka 1 - 6 Fractured World
Sorcerer Ruin 1 - 12 Golden Portal
Warlord Skipia 1 - 8 Windward Marches
Warlord Brin 1 - 6 Fractured World
Wizard Atticus 1 - 5 Fane

Character Classes

  • Sharp (was Gambler) - buff/controller class
  • Pariah (was Warlock) - striker/caster
  • 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
  • Effigy (Artifact? Vestige?)
  • the character is an actual artifact, which is intelligent. The actual artifact is /somewhere/, though even the player may not know where. They have extended their consciousness into a remote effigy (moppet?) with which they interact with the world.
  • they can use their experience to augment their effigy, giving it better abilities
  • like a summoner or pet class, except that the master isn't present on the battlefield

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