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== Energy Damage Types ==
== Energy Damage Types ==
Simplification of ER/DR, proposal:
question for Todd: do we need more than 18 energy types? I know you wanted to leave this door open, but having an undefined, infinite list makes ER x/- the 'no-brainer' option, and that's bad game design. Having a limited list makes single energy type, and single class ER much more viable.


ER become Common, Uncommon, Rare, and Unique.  Uncommon resists all uncommon, rare resists all rare, etc.  Nothing resists unique (primal only).  Cost of all classes is same as current single type. A single type becomes half that, not matter the type, except unique.
* '''element''' (common energies)
:* fire
:* ice (water)
:* lightning (air)
:* acid (earth)
:* sonic
:* poison <nowiki>[ toxin ]</nowiki>
* '''fundament''' (uncommon energies)
:* necrosis (death)
:* radiance (light)
:* nascent <nowiki>[ vital | germinal ]</nowiki> (life)
:* quiescence (stillness)
:* desiccation (dehydration)
:* psychic
* '''rudiment''' (exotic energies)
:* force
:* void
:* solar
:* lunar
:* tenebrous <nowiki>[ umbral | shadow ]</nowiki> (darkness)
:* eldritch
* '''primal''' (creation energies)
:* irresistible damage type - always bypasses DR and ER.


Common:  
scaling:
* Fire
* ER vs. single energy types: scales to grant 80% resistance to damage from that energy type.
* Sonic
* ER vs. a class (element, fundament, rudiment): scales to grant 60% resistance to damage from those types.
* Electric
* ER vs. all non-primal energy (ER x/-): scales to grant 40% resistance to all non-primal energy damage.
* Acid
:* this will encourage single energy-type resistances, while still making communal resistances attractive.
* Negative
:* may need to grant more than one pick of a single energy type, if it isn't one of the common ones, to keep things 'fair'.
 
Uncommon:
* Cold
* Quiescence (stifling, silence, stilling) Stilling
* Inertia (enverating?) Stasis
* Dessicating
* Positive
 
Rare: Exotic
* Light / Dark
* Force / Void
* Psychic / Organic
* Daylight / Moonlight -and/or-
* Solar / Lunar
 
Irresistable:  
* Primal = doesn't matter if physical or energy, or maybe is both
 
Physical Damage Types
 
*Bludgeon
*Slash
*Pierce
 
*Claw = Slash + pierce
*Rake = Slash + bludgeon
*is it possible to have bludgeon + pierce? Needle, maybe? Thorns? (Getting hit with a cactus or other spiny thing?) Maybe?
 
*Bite = slash + pierce + bludgeon
 
*Melee = per weapon. Note: Add Claw/Rake to weapons?
 
DR types?
 
*Bludgeon
*pierce
*slash
*Claw?
*Rake?
 
*DR/- = bite already
 
Keywords applicable to both DR and ER types?
 
* Lawful(axiomatic?) / Chaotic
* Good / Evil
* Spiritual / Dimensional


== Bonus Types ==
== Bonus Types ==

Revision as of 20:06, 10 April 2018