Talk:Epic Path: Difference between revisions

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== Stolen Ideas Worth Contemplating ==
== Stolen Ideas Worth Contemplating ==
* '''XP''' - all levels require 1,000 xp to reach the next level. Reset to zero each time you level up.
 
===XP===
* all levels require 1,000 xp to reach the next level. Reset to zero each time you level up.
:* 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, 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.
 
===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.
:* 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.
:* 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).
:* 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).
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:* not as confident that spells should be part of this. I'd probably make it more along the lines of metamagic feats.
:* not as confident that spells should be part of this. I'd probably make it more along the lines of metamagic feats.
::* some danger of same-iness between classes, without careful planning.
::* some danger of same-iness between classes, without careful planning.
* '''Flat-Footed''' - get rid of flat-footed AC, and just make it a condition that inflicts a static penalty to your AC. This would harm hi-dex characters, and help lo-dex characters, but mostly balance out, I think.   
 
===Flat-Footed===
* get rid of flat-footed AC, and just make it a condition that inflicts a static penalty to your AC. This would harm hi-dex characters, and help lo-dex characters, but mostly balance out, I think.   
:* also, have flanking cause the flat-footed condition. this is simple, and makes for consistency in rules (rogues need flat-footed to sneak attack, instead of flat-footed or flanking).
:* also, have flanking cause the flat-footed condition. this is simple, and makes for consistency in rules (rogues need flat-footed to sneak attack, instead of flat-footed or flanking).
:* tying flanking to flat-footed would also mean a mob can't be both flat-footed AND flanked.  reducing types of stacking bonuses and penalties will simplify combat, which is a good thing.
:* tying flanking to flat-footed would also mean a mob can't be both flat-footed AND flanked.  reducing types of stacking bonuses and penalties will simplify combat, which is a good thing.
:* PF2 suggests flat-footed is always a -2 to AC, replacing the +2 to-hit from flanking. Note that the [[Flat-Footed]] condition is a weak in our game, so -2 isn't necessarily too small, since it also affects a bunch of other things (man off and man def, can't make AOO's, susceptible to sneak attacks).
:* PF2 suggests flat-footed is always a -2 to AC, replacing the +2 to-hit from flanking. Note that the [[Flat-Footed]] condition is a weak in our game, so -2 isn't necessarily too small, since it also affects a bunch of other things (man off and man def, can't make AOO's, susceptible to sneak attacks).
* '''Monkeying with AOO's:''' What if each class handled AOO's differently? What if only some classes treated AOO's as an attack, while others could follow along (step up feat), or others could prevent the movement (pin down feat), etc.?  Some classes (bards, sorcs, wizards, for example) might not get AOO's at all.   
 
=== Monkeying with AOO's===
* What if each class handled AOO's differently? What if only some classes treated AOO's as an attack, while others could follow along (step up feat), or others could prevent the movement (pin down feat), etc.?  Some classes (bards, sorcs, wizards, for example) might not get AOO's at all.   
:* while this may sound like a lot of work, it isn't that much (about 20 abilities, max, some of which could be repeated, if we're feeling lazy).
:* while this may sound like a lot of work, it isn't that much (about 20 abilities, max, some of which could be repeated, if we're feeling lazy).
:* the goal would be to make movement during combat more attractive, without also making it too easy for combatants to simply run away all the time.  
:* the goal would be to make movement during combat more attractive, without also making it too easy for combatants to simply run away all the time.  
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:* was also thinking AOO's maybe ought to be immediate actions, using up an action currency for the round.  Some classes might get more than one of these, and the combat reflexes feat could also be changed to add a limited number as well.
:* was also thinking AOO's maybe ought to be immediate actions, using up an action currency for the round.  Some classes might get more than one of these, and the combat reflexes feat could also be changed to add a limited number as well.
::* changing combat reflexes is something we should probably do anyway.
::* changing combat reflexes is something we should probably do anyway.
* '''Spell Action Costs:''' I love the notion of PF2's spell casting action economy - a spell requiring a verbal and somatic component requires two actions to cast. A spell which is VSM requires 3 actions.   
 
=== Spell Action Costs===
* I love the notion of PF2's spell casting action economy - a spell requiring a verbal and somatic component requires two actions to cast. A spell which is VSM requires 3 actions.  I like that it makes those components relevant.
:* this could be translated into EP, and merged with the action economy of metamagic to do some neat things.
:* this could be translated into EP, and merged with the action economy of metamagic to do some neat things.
:* essentially, metamagic becomes a deliberate act of increasing spell casting time to get a greater result from the spell.
:* essentially, metamagic becomes a deliberate act of increasing spell casting time to get a greater result from the spell.
::* conversely, some metamagic reduces the action to cast the spell. (Quicken, Still, Silent).
::* conversely, some metamagic reduces the action to cast the spell. (Quicken, Still, Silent).
* '''Full Attacks:''' at low levels, full attacks are worse than standard attacks, since you still get only one attack for your standard+move. Full attacks should do /something/ for everyone at all levels.
 
=== Full Attacks===
* at low levels, full attacks are worse than standard attacks, since you still get only one attack for your standard+move. Full attacks should do /something/ for everyone at all levels.
:* furthermore, the iterative -5 per additional attack is perhaps one factor that spreads our numbers very wide.  If we just said that all attacks made during a full attack suffer a -4 penalty (or whatever), including the first, it simplifies, and allows us to make full attacks interesting.
:* furthermore, the iterative -5 per additional attack is perhaps one factor that spreads our numbers very wide.  If we just said that all attacks made during a full attack suffer a -4 penalty (or whatever), including the first, it simplifies, and allows us to make full attacks interesting.
::* this penalty could decrease with levels, faster for more martial classes, and slower for less martial classes.  It could even be completely different for each class.
::* this penalty could decrease with levels, faster for more martial classes, and slower for less martial classes.  It could even be completely different for each class.
* '''Shields:''' In pf2, you can use a shield to completely block one attack per round, as a free action.
 
:* I assume this is in lieu of any armor class bonus. If so, it would probably also eliminate the enhancement bonus from shields (just armor).  However, shields could still get properties (maybe at double current costs to account for no enhancement bonus?)
=== Shields===
* '''Non-Lethal Damage:''' Instead of tracking it separately, only the killing blow to a creature (the one which reduces it to 0 hit points or fewer) counts towards lethal/non-lethal.  If a creature's hit points are reduced to 0 or fewer by a non-lethal attack, they are KO'ed instead of killed.  In all other cases, non-lethal damage behaves exactly like damage, and is tracked exactly like damage.
* In pf2, you can use one of your three actions during your turn to defend with your shield, giving you, effectively, DR equal to the shield's hardness until the start of your next turn.
:* shields may not even provide AC bonuses any more (unknown), but the idea of shields which block some damage or negate an attack, in exchange for some portion of your action economy, is interesting.
::* getting rid of shield AC might bring our to-hit/AC numbers a bit tighter.
::* shields should still get properties, though (no enhancement bonuses, since that's just AC).
 
=== Non-Lethal Damage ===
* Instead of tracking it separately, only the killing blow to a creature (the one which reduces it to 0 hit points or fewer) counts towards lethal/non-lethal.  If a creature's hit points are reduced to 0 or fewer by a non-lethal attack, they are KO'ed instead of killed.  In all other cases, non-lethal damage behaves exactly like damage, and is tracked exactly like damage.
:* this would mean healing would become somewhat weaker in fights where non-lethal is used against players, since it wouldn't be a separate healing stack from regular damage.
:* this would mean healing would become somewhat weaker in fights where non-lethal is used against players, since it wouldn't be a separate healing stack from regular damage.
:* however, it would greatly simplify the hit point tracking in the game.
:* however, it would greatly simplify the hit point tracking in the game.
* '''Conditions and Dying:''' conditions have a number after them, indicating potency (e.g. slow 2).
 
=== Conditions and Dying===
* conditions have a number after them, indicating potency (e.g. slow 2).
:* means fewer names for conditions for people to memorize, and less confusion about what severity a condition has.
:* means fewer names for conditions for people to memorize, and less confusion about what severity a condition has.
:* would allow some conditions to have more levels than others (e.g. slow could go to 6, reducing speed by 1 square per potency).
:* would allow some conditions to have more levels than others (e.g. slow could go to 6, reducing speed by 1 square per potency).
:* '''''dying''''' is a condition, with a potency. If you reach dying 4, you die.
 
==== dying====
* is a condition, with a potency. If you reach dying 4, you die.
::* getting knocked to zero by a crit starts you at dying 2 (instead of dying 1 from any normal hit).
::* getting knocked to zero by a crit starts you at dying 2 (instead of dying 1 from any normal hit).
::* removes negative hit point tracking. Once you are reduced to 0 or fewer hit points, you stop tracking hit points, and are 'dying'.
::* removes negative hit point tracking. Once you are reduced to 0 or fewer hit points, you stop tracking hit points, and are 'dying'.
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::* a successful stabilization check removes the dying condition, but you remain unconscious. Stabilize does '''''not''''' heal you to 1.
::* a successful stabilization check removes the dying condition, but you remain unconscious. Stabilize does '''''not''''' heal you to 1.
::* save DC of the stabilization is based on the CR of the monster which inflicted it, just like all other conditions.
::* save DC of the stabilization is based on the CR of the monster which inflicted it, just like all other conditions.
::* '''''recovery:''''' you can only regain consciousness after a dying condition after two conditions have been met: you have succeeded on a stabilize check, and you have at least 1 hit points.
 
* '''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.
==== recovery====
* you can only regain consciousness after a dying condition after two conditions have been met: you have succeeded on a stabilize check, and you have at least 1 hit points.
 
=== 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 (-2), trained (+0), expert (+1), master (+2), legendary (+3).
:* also, PF2 is going to have 5 levels of skill proficiency: untrained (-2), trained (+0), expert (+1), master (+2), legendary (+3).
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:::* 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.
:::* 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.
 
=== 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 (like maneuver defense and AC)
:* this ties things like AC, saves, skill checks, combat maneuvers, etc, into a set of defenses that are target DC's.  
:* 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.
::* could, theoretically, have a defense number for each skill which is 10 + skill bonus, but allow some feats/class features, etc., to modify just the defense.


==Pets==
==Pets==

Revision as of 17:18, 22 March 2018