Talk:Epic Path: Difference between revisions

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==blood magic==
==blood magic==
* blood magic - a form of deep magic (true dweomers?) which, in addition to requiring a high level spell slot to cast, also requires a significant hit point cost from its caster.  However, this hit point cost can also be paid from the blood of nearby recently-dead creatures, helpless creatures, or willing creatures.   
* blood magic - a form of deep magic (true dweomers?) which, in addition to requiring a high level spell slot to cast, also requires a significant hit point cost from its caster.  However, this hit point cost can also be paid from the blood of nearby recently-dead creatures, helpless creatures, or willing creatures.   
==Stateless Time==
IF we decide to go this route, we need to do a full pass to add 'short rest' and 'long rest' mechanics. The long rest is easy, but we'd need to add stuff to most classes. For example, short rest to remove fatigue for a barbarian, short rest to recharge ranger quarry pool, short rest to allow use of smite again, short rest to do a lot of features.
or we could just worry about stateless time for spells, to start, and implement it as needed for any class features which seem to encourage the "how long has it been" behavior.  I don't feel like any of the examples you gave actually do this (except maybe the barbarian's fatigue); they all explicitly state "during combat" or "at the end of the encounter" or "at the start of an encounter".  These are clear delineations, and I'm not convinced we need to make any further distinctions than that.
correct! sorry, I was unclear. the point I'm trying to make is that we would want to add such mechanics to classes (or racial features, or whatever) so we don't introduce a 'short rest' that only a few people even care about. there should be a reason for most players to be interested in a short rest.  maybe you have to take a short rest before you can get an action point for the next encounter, maybe a short rest is required to clear conditions that currently end at the end of the encounter (which we'd have to clarify with an edit pass), maybe a short rest adds temp hitpoints equal to your Con mod if you're a full BAB class, maybe a short rest restores one spell if you are not a 'full tilt' spellcaster, etc, etc, etc.  If we're going to have the mechanic, then it should be useful to a wide variety of folks, so its a natural and useful part of the gameplay. 
So, I agree that this approach would integrate the concept of a short rest into the game in a compelling enough way to make players care about it (instead of having an orphaned mechanic that only a couple of classes care about).  However, I guess my question is, do we actually want to add this mechanic throughout the game? I thought we didn't, unless it was strictly necessary... My suggestion is we could find another way to approach this without creating / integrating a short rest mechanic.  For example, the [[Fatigued]] condition is ended by sitting or lying down for 15 minutes.  This is identical to the idea of a short rest, but doesn't actually create a mechanic for a short rest.


== Stolen Ideas Worth Contemplating ==
== Stolen Ideas Worth Contemplating ==

Revision as of 15:37, 5 June 2018