Talk:Epic Path: Difference between revisions

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:* would mean most xp award parcels would be a static amount: 125 xp at heroic, and less at higher levels.
:* would mean most xp award parcels would be a static amount: 125 xp at heroic, and less at higher levels.
:* useful for GM's to keep track of how close the party is to the next level without just completely getting rid of xp and leveling up by fiat.
:* useful for GM's to keep track of how close the party is to the next level without just completely getting rid of xp and leveling up by fiat.
* '''Everything Is A Feat''' - all class features, spells, skill uses, possibly even strong saves (instead of weak), are expressed as feats.  At each level, you get to choose a feat from one or more specific lists.
* '''Everything Is A Feat''' - all class features, racial traits, skill proficiencies, etc, are expressed as separate lists of feats.  At each level, you are told which list you can choose an ability from.
:* this makes character class design more object-oriented; you can easily add new abilities to a class without breaking anything (assuming the new ability is appropriately scaled).
:* even class capstone abilities come from a list of feat-like choices, just for the capstone; this allows players to choose a capstone that best fits their build and background.
:* character class design becomes more object-oriented; you can easily add new abilities to a class without breaking anything (assuming the new ability is appropriately scaled).
:* allows far more variety between any two characters of the same class, and a reason to play the same class more than once.
:* allows far more variety between any two characters of the same class, and a reason to play the same class more than once.
:* could still give each class specific flavors, since they usually don't share their lists with anyone else.  The monk could still have a ki pool mini-game, with a list of ki abilities they can slowly expand upon. etc.
:* could still give each class specific flavors, since they usually don't share their lists with anyone else.  The monk could still have a ki pool mini-game, with a list of ki abilities they can slowly expand upon. etc.
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* '''Skills:''' the biggest area of divergence in our skills, the reason our point spreads get so wide, is primarily stats.  We solved this to a degree with natural talents.  However, there are very few natural talents available.
* '''Skills:''' the biggest area of divergence in our skills, the reason our point spreads get so wide, is primarily stats.  We solved this to a degree with natural talents.  However, there are very few natural talents available.
:* another approach would be to either cap how much of a bonus stats give, or give only a fraction of the stat's mod to a skill.   
:* another approach would be to either cap how much of a bonus stats give, or give only a fraction of the stat's mod to a skill.   
:* also, PF2 is going to have 5 levels of skill proficiency: untrained, trained, expert, master, legendary.
:* also, PF2 is going to have 5 levels of skill proficiency: untrained (-2), trained (+0), expert (+1), master (+2), legendary (+3).
::* untrained is default, you have no ranks in the skill, and basically suck at it.
::* untrained is default, you have no ranks in the skill, and basically suck at it.
::* trained occurs for free if you put ranks into the skill (PF2 only gives ranks every other level, and has fewer ranks, overall)
::* trained occurs for free if you put ranks into the skill (PF2 only gives ranks every other level, and has fewer ranks, overall)
::* expert, master, and legendary each require feats placed into the skills.  These proficiency ranks are separate from your actual skill ranks or skill bonus.  They unlock abilities, akin to our epic skill uses.
::* expert, master, and legendary each require feats placed into the skills.  These proficiency ranks are separate from your actual skill ranks or skill bonus.  They unlock abilities, akin to our epic skill uses.
:::* example, expert in Movement might give you a move speed, at half your walk speed, in a new movement type, just natively.  Master and legendary might let you improve the speed of that move type, or get a different move type, or something else entirely.  Essentially, each skill would have a list of 'feats' associated with gaining a higher proficiency level in it.  This would include the epic skill uses, but could also be even more radical.  Legendary in a skill is meant to be truly super-heroic.
:::* players may only get 1 to 3 legendary level 'things' in their entire career, and some may choose to spread themselves out more generally, and get no legendary proficiencies at all.
:::* without the feat support to get the higher proficiency, you simply cannot use the more advanced skill uses of the skill, even if your ranks are maxed out.
:::* without the feat support to get the higher proficiency, you simply cannot use the more advanced skill uses of the skill, even if your ranks are maxed out.
* '''Saves & Opposed Checks:''' PF2 is getting rid of both of these things.  Instead, players will have a target DC that monsters/adversaries will need to beat to do things.
:* this ties things like AC, saves, skill checks, combat maneuvers, etc, into a set of defenses that are target DC's.
::* I guess this is like 4e's NADS thing.


==Pets==
==Pets==

Revision as of 17:05, 22 March 2018