Talk:Epic Path: Difference between revisions

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==Highest Priority Things To Do==
==Highest Priority Things To Do==
* add a [[Knowledge (Local)]] skill use entry for 'Shopping'
* finish [[Designing Skill Challenges]] page.
:* needs modifier for 'speed shopping'


* spells pass - rebalance / retool all spells; cut out really terrible / useless spells
* spells pass - rebalance / retool all spells; cut out really terrible / useless spells
:* review [[Icy Prison (Spell)]] and [[Icy Prison, Mass (Spell)]].  Too powerful for being the same caster level as Hold Person, but good flavor.
:* make sure bonus types like "enhancement bonus," "competence bonus," "morale bonus," etc. do not appear in spells... Spells which have any bonus types should lay a charge, making the bonus type 'arcane' or 'divine' or 'dual'.


* printable character sheet, with worksheets to calculate everything.
* printable character sheet, with worksheets to calculate everything.
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* update monster rules to state clearly that they can never have more than one (stateful) condition on them at a time.   
* update monster rules to state clearly that they can never have more than one (stateful) condition on them at a time.   
:* If a player uses an ability which would apply a new condition on a monster that already has one, the ability deals any damage as normal, and the player can choose whether to apply the new condition (replacing the old one) or leaving the old one in place.
:* If a player uses an ability which would apply a new condition on a monster that already has one, the ability deals any damage as normal, and the player can choose whether to apply the new condition (replacing the old one) or leaving the old one in place.
currently, this rule is only in the [[Designing Combat Encounters]] page.  Should it be anywhere else?


* create new monsters for CR's 18 through 25
* create new monsters for CR's 18 through 25
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* legendary skills as super-powers
* legendary skills as super-powers
* review [[Icy Prison (Spell)]] and [[Icy Prison, Mass (Spell)]].  Too powerful for being the same caster level as Hold Person, but good flavor.
* add some notes to the [[Spells]] page, regarding GM's adjudicating 'fluff' vs 'crunch'.
:* Specific examples are direct damage (crunch) vs. illusions (fluff).
:* Rules for bonuses from fluff which give general 'not to exceed' values.
::* plus for caster level (+1 to +3), and plus for creativity (+1 to +2).


* Add Linguistics skill use for 'Identify Accent' to determine ethnicity or origin of a speaker.
* Add Linguistics skill use for 'Identify Accent' to determine ethnicity or origin of a speaker.
* Add Knowledge (Local) skill use for 'shopping' to determine how many magic items you can purchase in a single full day.
* Add Knowledge (Local) skill use for 'shopping' to determine how many magic items you can purchase in a single full day.
:* needs modifier for 'speed shopping'.


* create a bunch of magic items that are useful for pure caster classes, to give them something to spend money on.
* create a bunch of magic items that are useful for pure caster classes, to give them something to spend money on.
:* extend duration of spell
:* extend duration of spell
:* remove level cap on damage of spell (doesn't change scaling)
:* increase level cap on damage of spell (doesn't change scaling)
:* increase # of targets for spell
:* increase # of targets for spell
:* change shape of AoE of spell (or add an AoE to a spell)
:* an item that can go into any slot (but must go into a slot) that grants 1 additional spell slot of a specified spell level.
:* consider deleting some of the less popular metamagic feats and turning them into magic items.
:* some items specific to styles of casting:
::* ray casters -- bonus ray; 5-foot step before and/or after casting ray; better damage; 
::* aoe casters -- change AOE shape, larger AOE, add AOE to touch or single-target spell (?), 1 free 'selective' target
::* summoners -- more hp's, increased move speed; increased to-hit, damage, DR, ER, etc. -- one bonus effect per item
::* synergists -- increase damage from synergies; leaves condition in place (epic?)


* consider fixing the pricing models for the magic item creation sub-pages.
* consider fixing the pricing models for the magic item creation sub-pages.


* review equipment bonuses to skills: e.g. masterwork tools, thieves' tools
* Add definition of triggered free action
* Add definition of triggered free action


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** 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


* Redo analysis pass for all character classes
* Redo analysis pass for all character classes
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* Add feats per Jeff to boost Dispel Magic, similar to Dimension Door, Lightning Bolt, etc.
* Add feats per Jeff to boost Dispel Magic, similar to Dimension Door, Lightning Bolt, etc.
:* Counterspell Feedback - When you counter and enemy's magical effect with a counterspell, you gain an effect based on the type of spell used. Effects last to the beginning ot the opponent's next turn unless otherwise specified.
:* Counterspell Feedback - When you counter and enemy's magical effect with a counterspell, you gain an effect based on the type of spell used. Effects last to the beginning ot the opponent's next turn unless otherwise specified.
::* abjuration - gain a +2 to save and AC against the opponent
::* abjuration - gain a +2 to save and AC against the opponent
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* change death checks to fort save, dc equal to negative hit point total.  
* change death checks to fort save, dc equal to negative hit point total.  
:* three failed saves equals death
:* three failed saves equals death




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:* when we update bonus types, many sections, but in particular the 'stacking effects' section, will need updated
:* when we update bonus types, many sections, but in particular the 'stacking effects' section, will need updated
:* descriptor section - should probably be simplified. Monsters don't use many descriptors (we may change this, but for now, it's not widely used, which is a nerf to many abilities which rely on a particular descriptor being present).  
:* descriptor section - should probably be simplified. Monsters don't use many descriptors (we may change this, but for now, it's not widely used, which is a nerf to many abilities which rely on a particular descriptor being present).  
* add some notes to the [[Spells]] page, regarding GM's adjudicating 'fluff' vs 'crunch'.
:* Specific examples are direct damage (crunch) vs. illusions (fluff).
:* Rules for bonuses from fluff which give general 'not to exceed' values.
::* plus for caster level (+1 to +3), and plus for creativity (+1 to +2).


* consider calling out a "Rogues Cheat!" class feature for rogues, which spells out that they always do at least half damage against creatures immune or hardened to precision damage, and they can always flank creatures, even if they cannot normally be flanked.
* consider calling out a "Rogues Cheat!" class feature for rogues, which spells out that they always do at least half damage against creatures immune or hardened to precision damage, and they can always flank creatures, even if they cannot normally be flanked.
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** same for entertaining an audience
** same for entertaining an audience


* converting ammo into templates (necessary?)
* create set of magic items for endless ammo (for each type), as well as clarifying costs of single expendable ammo
 
* converting magic properties - implements / armor / shields into templates
* converting magic properties - implements / armor / shields into templates
* 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 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 to update / create page for monster types and subtypes.
* need to update / create page for monster types and subtypes.

Revision as of 15:05, 19 June 2018