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should we play with damage types a little? for example, should 'nascent' damage heal plants, the way negative energy can heal undead? or will making odd rules about different damage types just overly complicate things?
* need to add size limitations or modifiers for drag, reposition, bull rush


* alignment-based damage: should this still be a thing? If so, does it need a damage type for each alignment? If so, what rarity are those?
* need to create wands for the new selective metamagic feat
* need to create wands for the new multi-target feats


==Breaking things==
https://www.youtube.com/watch?v=3C2V5GtqTpA
* manufactured things Are immune to earth glide, tunneling, burrowing


==multi-classing==
https://docs.google.com/document/d/10l7QaghWH9XbHv6SAwvPtBWWc8up3tCpJYjJydVpRsw/edit
Casters can burn a spell of any level when casting another spell to increase the save dc to hybrid
* can also burn a spell to increase spell effects as though caster level was character level
* you can't increase spell level above what your character level (NOT class level) would enable you to cast
* doing so moves the spells damage up on the damage scale. for each step you move up, requires one spell to be burned.
* ex1: a 25th level wizard casts the old classic, fireball. fireball does 3rd level spell damage, 1d6 per level, max 10d6. the wiz moves it to a hybrid save and 9th level spell damage, 1d6+3 per level, max 25d6+75. this costs eight spell slots, the 3rd level slot for the spell, one spell slot to change the save to hybrid, and six spell slots to move the damage up six levels.
* ex2: a 13th level wizard/ 12th level fighter casts the old classic, fireball. fireball does 3rd level spell damage, max 10d6. the wiz/fig moves it to a hybrid save and 9th level spell damage (since the character level of 25 would enable a straight wiz to cast L9 spells), which is 1d6+3 per caster level max 25d6+75. this costs the wizard/fighter eight spells slots (which is MUCH more expensive for a 13th wiz), but gets a full-tilt 25d6+75 fireball.
* metamagic feats stack normally, and only escalate the 'base' spell slot.
* any spell slot may be burned, but it must contain an un-cast spell. once burned, the spell is gone until recovered normally. this gives a solid use for low level slots.
* scrolls can be used as fuel as well.


==Highest Priority Things To Do==
* update in-combat skill assist language (no penalty on fail, since it costs a standard action)
* finish the Designing Skill Challenges section on the [[Game Master's Guide]] page.


* spells pass - rebalance / retool all spells; cut out really terrible / useless spells
* Update any monsters that use [[Grabbed]], [[Grappled]], or [[Pinned]] (find them using the "What Links Here" from each of those pages).
:* review [[Icy Prison (Spell)]] and [[Icy Prison, Mass (Spell)]].  Too powerful for being the same caster level as Hold Person, but good flavor.
* Consider adding weapon quality that allows better grapple maneuvers
:* 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'.
* Consider high-level feat that allows Pinned condition on a particularly good grapple check (maybe change it so it's Grabbed when you equal or beat the DC, Grappled when you beat the DC by 3 or more, and Pinned when you beat the DC by 6 or more? Currently, it's Grabbed when you equal or beat the DC, and Grappled if you beat the DC by 5 or more, with no chance for pinned.)


* printable character sheet, with worksheets to calculate everything.
fix init and skills and "all other skills" values in monster template, when a pattern is applied


* create new monsters for CR's 18 through 25
* fix the spell template so it substitutes text into the table (will require page rebuilds so table data is actually local)
* add comment in Character Advancement to mention to check Skill Basis increases (every 4 levels) and Maneuver Defense increases (every even level)
* re-write first sentence of Monk Water and Stone to clarify what it applies to (to-hits AND damage? to-hits OR damage?)


* racial abilities - normalize what levels you (might) improve your racial abilities, and add it into the class tables
=== random thought for class feature ===
* dice as input influencers, instead of output influencers. I.e. roll dice to see what you can do, then do some of those things efficiently (no dice to determine outcome, only dice to determine what is possible)


* legendary skills as super-powers
===2 new warlord feats===
* formation dice now lay temp hit points on ally and heal them, instead of granting bonus damage to their attack; still requires them to hit an enemy creature first
* (requires first feat) formation dice now do two of the following three things: grant bonus damage, grant temp hit points, heal the target ally; still requires target to hit an enemy creature first. warlord picks this every time they use it.


* Add Linguistics skill use for 'Identify Accent' to determine ethnicity or origin of a speaker.
===New Magic Weapon Properties ===
* Add Knowledge (Local) skill use for 'shopping' to determine how many magic items you can purchase in a single full day.
primarily intended for implement wielders, but are also useful to multi-classers
:* needs modifier for 'speed shopping'.
* '''Runic:''' +1 property that grants the [[Implement (Quality)]] to the weapon it is applied to (one-off)
* '''Excinding:''' +3 property to allow wielder to use their ranged to-hit bonus for melee attacks with that weapon (one-off)
* '''Excising:''' +3 property to allow wielder to use their melee to-hit bonus for ranged attacks with that weapon (one-off)
* +3, +5, +7, +9 properties that lower the level increase caused by metamagic feats applied to spells while that weapon is being wielded (-1 to -4)
:* '''Competent, Professional, Professorial, Authoritative'''
* +2, +4, +6, +8 properties that increases the save DC of spells or class features while it is being wielded (+1 to +4)
:* '''Visceral, Intuitive, Instinctive, Reflexive'''
* '''Spellblade:''' +1 property that lets wielder add the weapon's base weapon damage to any spell damage they inflict while wielding that weapon
:* '''Hexblade:''' +3 property that lets wielder add their full weapon damage (includes any stat bonuses to the weapon's attack type: ranged or melee) to any spell damage they inflict while wielding the weapon
:* '''Baneblade:''' +5 property that lets wielder add bonus damage from class features, such as sneak attack, formation, encroachment, etc, on top of their full weapon damage to any spell they cast while wielding the weapon, if target qualifies for that bonus damage.


* create a bunch of magic items that are useful for pure caster classes, to give them something to spend money on.
=== new magic item ===
:* extend duration of spell
* ring that lets you apply magic armor properties, but only if you don't have anything else equipped that can take magic armor properties. (Cost should double the cost of magic armor properties if they were just applied to armor.)
:* increase level cap on damage of spell (doesn't change scaling)
:* increase # of targets for 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.
===lore updates?===
* update all the monster template sub-templates (e.g. To-Hit, Save-DC, Special-Standard-Dmg, etc.) so that if "Lore" is in the page title, it replaces the value with "<span style="background:black; color:white">REDACTED</span>"
* then create a new 'full lore' auto-page that shows the basic lore, strong against, weak against, all special abilities, and out-of-combat sections, redacting out all the numerical values.


* Add definition of triggered free action
===miss chance - final thoughts?===
* Concealment / miss chance should apply to combat maneuver (skill) checks, and any skill that has a 'physical manifestation'.


* review 'breaking objects' page, in light of changes to vehicle combat and removal of abstract encounters rules
=== Traps ===
* siege weapons - how do they work with the vehicle combat rules?
* write the actual rules for traps on the Traps and Hazards page
** unless we want siege weapons to continue to be cumulative forces, though it seems like people hated all the dice rolling of the abstract encounters
:* create a list of all traps (somewhere)
** right now, vehicles will never penetrate heavy defenses and fortifications; the target DC's are way too high, as are many of the durabilities
:* create a list of all complications (somewhere)
* add weights for all doors and such on the 'breaking objects' page, for purposes of the Might skill.
* redo all class features related to traps
* find all spells or effects that inflict 'anti-magic', and update them with language that traps are only disabled by these effects until the start of the caster's next turn. (This should also be in the traps page writeup, and maybe even on the trap itself).
* create some traps
* create some complications
* then, FINALLY, ask Ben to make "The ConTRAPtion" (font: https://www.fontspace.com/fabulous-steampunk-font-f26419)


* Redo analysis pass for all character classes
=== Reputation ===
:* I'd like to revisit the Brawler's restriction on magic weapons (e.g. Amulet of Mighty Fists). Why? (I forgot)
* players get reputation, settlements get influence
:* player reputation can be general (very powerful) or specific (less powerful)
:* reputation is a value from +1 to whatever, and is a straight-up circumstance bonus to any social interaction skill check with the affected party
::* this is why general reputation is so powerful -- it's a permanent skill boost for all social interactions
::* specific reputation (e.g. with a merchant you've had positive business experiences with) makes it easier to get good deals, get quality intel, etc.
::* should generally be rewarded for actual role-playing, as a way to encourage that sort of thing, but can also be given out as a taste of what's possible...
* reputation doesn't have to be positive, of course...


* feats:
=== Campaign Setting ===
** Warlord - more formation dice
* Something you've done in your campaigns a lot is to use the same setting (Celegia) but set the game in different time periods in its history.  This has several advantages:
** Ranger - more quarry dice
:* it lets you explore some fairly substantially different settings while still maintaining some familiarity
** Ranger - better traps (better action economy, use against an occupied space)
:* it lets you flesh out the history of the setting more thoroughly through the players' actions
** Prowler - improve save DC for encroaching jolt?
* Once we've settled on a setting (Reist, Celegia, whatever), I think, before we worry about modules, we should establish five 'timeframes' where adventuring within the history of that setting is recommended (let's call them Epochs or something)
** add a feat to allow "deny saving throw" under [[Heal]] to be non-provoking, and take only a move action (no bonus to check)
:* within each Epoch, we should build a panoply of NPCs that are iconic and important during those times (there may even be crossovers, especially for long-lived races/characters).
** Update/Remove any feats which apply to abstract encounters
:* we should also have a list of adventure hooks for each epoch, to seed the GM with ideas
** Review barbarian feats again
:* we should have a player's guide to each epoch to paint the picture of what life is like in each, and what sorts of adventures to expect therein.
** Fighter - able to challenge one additional target each round (epic?)
:* we should then provide some guidance to GMs to allow the outcomes of adventures in one epoch to influence the history of future (or even past) epochs
** agile runner - able to make a single turn during a run movement (scale w/level? require the [[Runner (Feat)]]?)
* once all this is done, we can consider writing a starting module or two


* Add feats per Jeff to boost Dispel Magic, similar to Dimension Door, Lightning Bolt, etc.
One thing I'd really like to include in whatever setting we use is the notion of a mysterious predecessor race that liked to build complicated things, especially underground. This wouldn't be the origin of all dungeons, or anything like that, but a source of some rare dungeons that are more likely to hold Potens Machenvar.
:* 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
::* conjuration - move the enemy 5 ft per spell level used
::* divination - enemy insight - gain knowldge of the enemy as if you made a challenging check
::* enchantment - opponent is distracted
::* evocation - do 1d6 damage per spell level
::* illusion - fog senses - everything beyond 5 ft from the opponent has concealment
::* necromancy - unsettled - opponent is shaken
::* transmutation - opponent is slowed


* change death checks to fort save, dc equal to negative hit point total.  
===Potens Machenvar===
:* three failed saves equals death
* On the topic of Potens Machenvar, how would you feel about nearly all of these being (extremely) limited use?
:* Basically, each time you use the PM, you have to roll a d6 to see if it breaks or crumbles to dust.  The less powerful PMs might only crumble on a roll of a 1, but the really good ones would always crumble (i.e. on a 6 or less). 
* This flows well with the 'mysterious predecessor race' theme, where these are ancient devices of uncertain and irreplaceable origin, that still function even after millennia of neglect, but are prone to breaking down.  Since no one knows how to fix them, once broken, they are basically trash (or they could turn into one portion of sellable goods, if we're feeling generous, and want players to just use them like candy).
* By going with a system like this, these things could actually show up in a campaign with some regularity, if a GM so chooses, without upsetting the balance of the game too much.  They'll definitely upset the balance of a single encounter, but that's kind of the whole point, really.


* create a dr type for mundane/non-magic


* update spells page:
=== Breaking Objects ===
:* when we update bonus types, many sections, but in particular the 'stacking effects' section, will need updated
* Sunders against terrain objects (not unattended objects) changes their terrain states: Blocked &rarr; Impeded &rarr; Difficult &rarr; Unobstructed/Clear.  This lets us redo the breaking objects rules to get rid of the language related to the very outdated Abstract Encounter rules, while still maintaining a useful time-scale for doing things like tearing down walls.  Sunder DCs will need to be brought back in line with the Skill DC chart.
:* 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).  
:* In general, I think terrain objects should have a very low sunder DC (like 15), since anybody who knows how to swing a pickaxe should be able to make their way through it eventually.  The variable we need to talk about is Durability -- how many rounds would it take a dude with a pickaxe to turn a 5-foot section of castle wall from 'Blocked' terrain to 'Impeded' terrain?  Each state change should, in my opinion, take the same amount of time (mostly for simplicity).
:* We can also talk about things like Assists (possibly mandatory for large-scale works like sapping a castle wall?), and time, and how much effort a non-hero can really put into performing sunders per hour.
::* We already have a rule that you can only perform a single combat maneuver per round, so even level 35 heroes are limited to 1 sunder per 6 seconds, assuming we don't put further limitations on this.
:* We can talk about siege weapons later; I don't think we should factor them into this conversation -- I'd rather make them work organically with the system after the fact.


* add some notes to the [[Spells]] page, regarding GM's adjudicating 'fluff' vs 'crunch'.
i think i violently agree with all of this :)  The terrain progression is just awesome, as it makes all sorts of possibilities just happen. (we could have difficult terrain 'splash' from the site of siege attacks, to represent debris fields, for example)  the difficulties in the charts were partially converted to 'DC at CR' format already, which I tentatively agree with as our model moving forward.  siege could/should be last, so we can scale those devices properly against DC's, which already should have CR coded into them to gain the proper numbers. siege and settlements could include a possible vehicle pass as well.
:* 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.
===Notes / To Do===
* random loot generation
* random remnant generation (a built-in roller would be cool)


* [[Perform]]: performance complexity - clarify to setting the CR of the song
* We could also consider making 'civilized' versus 'uncivilized' treasure parcels for monsters (could be keyed off of the monster's INT stat, meaning no changes to existing monsters, just changes to the main template), which would affect whether some of the treasure was in coins, gems, trade goods, versus just 'sellable goods' (read: goopy bits).
** same for entertaining an audience


* create set of magic items for endless ammo (for each type), as well as clarifying costs of single expendable ammo
* treasure idea: in addition to remnants, other currencies could drop (settlement currencies, magic item upgrades, eggs (for mounts), etc.), maps to other locations of interest, a way to spawn specific encounters.  This would also be a good way to put single-use magic items into the game (which could be anything from a bottle of alchemist's fire to a scroll that calls a deific champion to help you for one round, or a genie that grants you a single wish).


* converting magic properties - implements / armor / shields into templates
* need to issue guidelines for adapting content from other systems? the heavy/legend roles might need to be emphasized for conversion tasks


* defining equipment
* revisit the [[Vehicle Combat]] rules. Clean up, simplify, and remove language about multiple piloting skills, stat dependency on ship class, etc. Perhaps vehicles should perform like magic weapons (enhance bonus, properties, dweomermetal) that the pilot 'wields' to attack.  This would allow the use of to-hit rolls, instead of maneuver checks for attacking.  Try to make the system more like traditional combat... maybe figure out a way to remove facing.


* magic item crafting rules are only halfway re-written
* figure out a way to make the bailiwicks more distinct from their associated knowledge skills.  In some cases, it's not bad (Spycraft vs Know:Local), but in many cases, it's ambiguous (Reason vs. Know:Logic; Naturalism vs. Know:Nature, etc.)
** need to update rules for magic enchantment of projectile weapons, but not ammo


* continue writing Cosmology of Creation page
* consider cross-referencing all the between adventures into each of the appropriate skills.


* need to update / create page for monster types and subtypes.
* fix tables on [[Between Adventures]] page.
** need to review any broken links to subtypes that we don't actually want to define (e.g. azata)


==blood magic==
* clean up weapon page tables, adding categories for their weapon groups, handiness, and size.
* 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.


== Stolen Ideas Worth Contemplating ==
* update monster template to account for adding a role to a monster with a modified # of attacks


=== Full Attacks===
[[Feats With No Associated Class]] this category serves as a handy reference for old feats to be re-worked into potential magic items
* starting at level 1, all classes get two attacks when making a full attack.  The total number of attacks at higher levels doesn't change, we just front-load it.
* (optional) instead of an iterative -5 to each attack after the first, all attacks suffer a -5 penalty to hit when making a full attack.
:* on average, this would not change the to-hit numbers for any characters except full bab characters, after they get their 4th attack.
:* on average, this would lower to-hit numbers for characters that make use of haste, cleave, or other bonus attack methods, used during a full attack.
:* as a result, I don't think this change would require any changes to monster AC's, or feats.  It should just 'work'.


=== Shields===
* AC bonus from shield isn't applied unless you spend an action to bring your shield to bear. 
:* probably a swift? maybe a move? definitely not a standard.
::* could give different AC's depending on what action type you use
:* in addition, when wearing a shield, you can use an immediate action to reduce a single attack's damage as an immediate action
::* amount of damage reduction based on shield size, but would need to be enough to be 'worth' an immediate action
::* 3 + 1/2 level for buckler, 3 + level for lt shield, 3 + double level for hvy shield (?)
:* shield focus feat would grant a bonus immediate action for the shield block, allowing user to keep their normal immediate action
::* could shield block more than once per round, but see 'monkeying with AOO's' above for other uses of immediates.


=== Non-Lethal Damage ===
=== Possible New Feats: ===
* 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-lethalIf 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.
* Bard
:* 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.
:* crowd pleaser - the bard may target one additional target with their Bardic PerformancesThis feat may be taken more than once, each time increasing the number of affected targets by 1.
:* however, it would greatly simplify the hit point tracking in the game.
* Druid
* Ranger
* Partisan
:* introvert - 6th - add partisan level to healing
:* solipsist - 16th - add partisan tier as dr/er
:* surveillance - 26th - add introspection/introvert/solipsist to allies in aura
:* caltrops - add partisan level in damage against any attacked foe in aura, once per attack, hit or miss


=== Skills ===
* trap damage table?
* Replace Skill Focus (Feat), and Skill Focus, Epic (Feat) with Skill Expert (Feat), Skill Specialist (Feat), and Skill Prodigy (Feat).
:* Skill Expert (Feat): +2 bonus to skill, crit on 19-20 (+5 to result), no longer critically fail on a 1
:* Skill Specialist (Feat): +2 bonus to skill, crit on 18-20 (+7 to result), new skill uses available (current epic skill uses)
:* Skill Prodigy (Feat): +1 bonus to skill, crit on 17-20 (+10 on result), new skill uses available (champions level super-hero stuff)


==Pets==
* re-write perform skill to collapse it into a single skill (instead of subskills).
* use one or more of their owner's attacks in order to act (one or more times)
:* [[Perform]]: performance complexity - clarify to setting the CR of the song
:* would allow secondary/tertiary attacks to go as pet's full bab/secondary bab
:* same for entertaining an audience
:* makes balancing pet damage much easier, since it directly subtracts actions/damage from the owner


==Haversacks and Cubic Feet Limits==
* need a note in the ability scores page (and probably the caster pages) that you can't get spells of a higher level than your class level allows, even with a high stat.
* suggest allowing haversacks to hold anything, as long as the item(s) don't exceed the haversack's weight limit; ignore bulkiness.
:* we could have more than one model of haversack, since they are basically mandatory magic items anyway; interesting choices.
:* we could say that no character can ever have more than one haversack, or we could just make them expensive enough that having more than one is a bit painful.
::* 'normal' haversack - good weight capacity, low actual weight (5 lbs, regardless of what's in it), only a 3' diameter opening -- nothing bigger than 3' in any dimension can be shoved into it.
::* 'wide-mouthed' haversack - slightly less weight capacity, higher actual weight (10 lbs, regardless of what's in it), no limit to size of things you can shove into it, as long as it doesn't exceed weight capacity of bag.
::* 'quick-draw' haversack - x times per day, draw an item from the sack as a free action (instead of swift). lower weight capacity, but otherwise same as 'normal' haversack.
::* 'kidnapper's' haversack - can keep willing (or helpless) living things in the sack, in a state of stasis. 30 lbs actual weight.
::* 'smuggler's haversack - looks like a shirt, takes up chest slot (isn't slotless). 1 lbs actual weight, but less the capacity than a normal one (half?).
* I realize this steps on portable holes and potentially bags of holding.
:* never liked portable holes anyway.
:* bags of holding could still be auxiliary storage, and we could add a consumable trait to them, allowing them to be permanently merged with a haversack to increase it's storage capacity somewhat.
::* this increase would (maybe) get blown away if/when the haversack gets upgraded, so it's a short-term means of bridging the gap to the next haversack model.
::* would need to make it more expensive to tack on enough bags of holding to bring the haversack up to the next equivalent weight class.


== Damage Resistance and Energy Resistance Simplification/Expansion ==
* add new status conditions that inflict a circle penalty (or alter existing conditions to include it)
:* create a "circle 0" and update the various mana burning rules for it.


All resistance is simplified down to a Resistance Type, Abundance, and a Keyword.
* integrate hustle rules on the [[Types of Movement]] page onto the [[Environmental Effects]] page.


Energy: Common, Uncommon, and Rare (exact terms to be defined)
* Update Between Adventures section on Spell Research to clarify language about adding metamagic to a researched spell -- metamagic added /can/ increase the gross spell level above 17, just not be added as research to produce an infinitely metamagicked spell.


Physical: Common, Uncommon, or Rare (exact terms to be defined)


Examples: Fire, Cold, Sonic, Lightning, and Acid are (Energy, Common).  Negative, Positive, Light, Force are (Energy, Uncommon).  Holy, Sunlight, Darkfire, Thundercrash, Freezacid, are (Energy, Rare).
* '''Character Sheet:'''
:* PDF Character Sheet (Fillable) -- yes, this will happen
:* create sample characters for each class, with planned builds up through level 5


Examples: Slashing, bludgeoning, Piercing are (Physical, Common.)  Falling, Drilling, Gnashing are (Physical, Uncommon.)  Fracture, disintegration, Dissolution, are (Physical, Rare.)


  Spindle, mutilate, lascerate, crushing, buffeting, poison, corrosion, necrosis, flensing
* '''Monsters:'''
:* create at least 10 per CR. Still need CR's 19 through 40, but CR's 1 - 18 are done ''enough'' for now. currently working on this effort, but with an emphasis of CR's 1-5 (aiming for 20+ for all those CR's), since the MMM makes higher CR's richly populated by default.  still need at least 10 for CR's 19-40


Many attacks are coded by naked keywords (fire damage), but all resists are coded by (Type, Abundance).  Only six types of resists are available.  If you have all three of a Type, it is effectively /-. 


NOTE: We can, if we want, have 'limited' versions of abundancesFor example, skeletons could have DR (Common physical) that is bypassed by bludgeoning.  As I think of it, this keeps the flavor of skellies but uses the new mechanics.
* '''Setting:'''
:* Cosmology of Creation page should be tailored to suit our view of the campaign settingIf we try to keep it 'generic', it will feel hollow.
:* decide how the many races factor into our default setting. Are all the races treated as normal citizens, or are some discriminated against (half-orcs, for example)? Are non-human races (in particular the oddball ones) sometimes born to human parents, or are they only products of their own purebred lineages? 




Implications:
=== Cleanup Tasks===
* Finish moving the following into their respective templates:
:* fighter tactics
:* Equipment pages -- finish them, clean out the stupid stuff
* finish the Designing Skill Challenges section on the [[Game Master's Guide]] page.
* 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).
* need to update / create page for monster types and subtypes.
:* need to review any broken links to subtypes that we don't actually want to define (e.g. azata)
* create a "tactical" keyword and category that would identify feats, abilities, skill uses, etc. that are very dependent on a map, and wouldn't work well in a 'theater of the mind' game.


This change greatly expands physical damage.
=== Bonus Systems ===
This change greatly expands energy damage.
* Settlements and Sieges
This change makes getting "/-" easier.
* Epic Skill System
This change implies that physical DR is going to be 'reversed' so it works mechanically like ER.  This narrows physical damage.
* Followers / Leadership / Large-Scale War Rules
This change will allow us to re-look the weapons, qualities, and properties, if we want.
* Auramancy / Blood Magic
This change will require us to re-look and re-define the dweomermetals.
* Divine Domains (any character class; part of pre-apotheosis)
This change will require us to rebuild/redefine several class features.
* True Dweomers
This change will require us to re-look/rebuild monsters. (Template changes? Again? Ugh.....)
* Prestige Classes
* Artifacts
* Traps (as enemy combatants)
* Remnants


=== Printable Version ===
* Need some cover art for a book(let)s. Open to suggestions...
* leaning towards a 5.5" x 8" book size as our 'starter guide' for cons, ~80 half-pages, for everything: how to play, character classes, equipment, weapons, low-level magic items, status conditions, basically everything you'd need to play up to level 5-ish.  Interior will not have art, unless we really want to commission some.
:* Needs to be everything you need to know to play the game (at low levels), without access the internet or the wiki.
::* shouldn't have links or other web-based 'features', and it will need a table of contents and an index.
:* Short appendix that describes some of the other features that are available in the complete game on the wiki.
:* Found some online print sites that will do this for about $10/book, so 20 of these per convention would be about $200 which doesn't seem crazy to me.
::* will give these out to anyone who plays through the module.
* pre-generated characters on no more than 4 pages each, printed on cardstock? 
:* Will give these out to anyone who played that class through the module.
:* should be designed as a good party mix, rather than just 1 of each class; assume somewhere between 5 and 8 players.
* a module we can run in 4-ish hours that shows off the best parts of our game -- skills, character class uniqueness, dynamic and fun combats, including a 'threat' fight as the finale.  Characters should probably be level 1, but I'm willing to consider up to level 3 if there's a good reason to go there.
:* needs to have good opportunities to role-play, opportunities to use skills in an interesting way, and some fun set pieces for the combat encounters.


The upside is it 'cleans up' the godawful DR vs ER mess, and it allows us to greatly expand/improve monsters, weapons, shields, dweomermetals, etc.
=== Siege Weapons / Settlements Notes ===
* review 'breaking objects' page, in light of changes to vehicle combat and removal of abstract encounters rules
* siege weapons - how do they work with the vehicle combat rules?
** unless we want siege weapons to continue to be cumulative forces, though it seems like people hated all the dice rolling of the abstract encounters
** 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.


== Energy Damage Types ==
moving these links to here for future re-write/inclusions/expansion, possibly/probably as part of settlement pass
Abilities or items that grant ER will grant one of four variations:
* ER versus a single element of the player's choosing, chosen at time item or ability is gained (or specified by the item or ability). Cannot be changed.
* ER versus a single element within one of the energy categories: element, fundament, rudiment. Type is chosen as a swift action, and can be changed at any time to any other type within that energy category with another swift action.
* ER versus an entire energy category. Cannot change which category it defends against, but defends against all energy types within the category.
* ER versus all energy types.


* '''element''' (common energies)
* [[Siege Weapons]]  
:* fire
* [[Siege Gunner (Feat)]]
:* ice (water)
* [[ Siege Engineer (Feat)]]
:* lightning (air)
* [[Master Siege Engineer (Feat)]]  
:* acid (earth)
* [[Siege Commander (Feat)]]
:* sonic
:* poison <nowiki>[ toxin ]</nowiki>
* '''fundament''' (uncommon energies)
:* necrosis (death)
:* radiance (light)
]</nowiki> (life)
:* quiescence (stillness)
:* desiccation (dehydration)
:* psychic
* '''rudiment''' (exotic energies)
:* force
:* void
:* soul <nowiki>[ spirit | anima ]</nowiki>
:* stellar <nowiki>[ solar | lunar ]</nowiki>
:* tenebrous <nowiki>[ umbral | shadow ]</nowiki> (darkness)
:* eldritch <nowiki>[ aura | anagogue ]</nowiki>
* '''primal''' (creation energies)
:* irresistible damage type - always bypasses DR and ER.


scaling:
* ER vs. single energy types: scales to grant 80% resistance to damage from that energy type.
* ER vs. a class (element, fundament, rudiment): scales to grant 60% resistance to damage from those types.
* ER vs. all non-primal energy (ER x/-): scales to grant 40% resistance to all non-primal energy damage.
:* this will encourage single energy-type resistances, while still making communal resistances attractive.


== Bonus Types ==
== Possible New Character Classes ==
There are 29 bonus types:
* Untyped Bonus


* Alchemical Bonus
* '''Physical Adept''' class (Fleshcrafter?) - arcane-powered melee, re-tool eidolon-style abilities as self-buffs?
* Armor Bonus
* <strike>Mentat</strike> <strike>Warsage</strike> '''Storm Knight''' class - intelligence-based melee and thrown weapons user.
* Armor Enhancement Bonus
:* can 'game out a fight' -- may declare at any point in a round that they have not yet dealt any damage (even after one or more failed attacks) that they are simply gaming out the fight, forgoing all damage for the remainder of the round.  In exchange, they gain a massive buff in the following round against that opponent.
* Circumstance Bonus
* '''Toxotes''' - high damage ranged attacks, trick shots (possibly just create via new rogue talents?)
* Competence Bonus
* '''Galvanist''' - sorceror/prowler/alchemist, focus on The Spark as a way to empower things (weaps/armor/potions) with sparks and essence
* Deflection Bonus
* '''Seeker''' -  sorceror/ranger/prowler, has 'target/treasures' they are looking for, can have up to five, each treasure/target allows them to activate a diff power/class feature, they have to pick new ones as they find old ones or they lose powers
* Dodge Bonus
* '''Templar''' - arcane/urban fighter//paladin striker/tank, much stronger if has a place to defend or a crusade to advance. Can use a taunting variant of mirror image (can't attack, but taunts and soaks up a hit or two).
* Enhancement Bonus
* '''Effigy''' (Artifact? Vestige?)
* Feat Bonus
:* the character is an actual artifact, which is intelligent. The actual artifact is /somewhere/, though even the player may not know where. They have extended their consciousness into a remote effigy (moppet?) with which they interact with the world.  look at material for the warforged as inspiration?
* Inherent Bonus
:* they can use their experience to augment their effigy, giving it better abilities
* Insight Bonus
:* like a summoner or pet class, except that the master isn't present on the battlefield
* Integral Bonus
* '''Assassin:''' inflicts and spreads bruise/bleeds/ruptures; can end all effects to deal that much damage to all enemies (even non-bleeding ones)
* Level Bonus
* '''Horolog''' master of clockworks, makes ether-powered devices that do stuff (attacks, defenses, pets, buffs, move, mounts?) the martial-version of an alchemist
* Luck Bonus
* '''Oracle''' divine-powered sorcerer/paladin, has the ability to give blessings, lays curses, has no heal but can absorb damage from allies in a radius and lay on hands. sorcerer/cleric/paladin hybrid with unique damage transfer power+
* Martial Bonus
* '''Jinx:''' can store up and use failed d20 checks (to-hits, saves, etc.) to unleash powerful curses and debuffs.  Encouraged to take wild risks in order to miss more (and have that wild payoff when they don't fail).
* Material Bonus
 
* Morale Bonus
Reminder links to complete additional classes at future date
* Natural Armor Bonus
 
* Profane Bonus
* [[Pariah]]
* Racial Bonus
* [[Sharp]]
* Resistance Bonus
 
* Retraining Bonus
 
* Sacred Bonus
=== Ideas For Class Features ===
* Shield Bonus
* Death Attack (Ex) prowler, ranger, partisan, warlord? x times/day perform a magnum-size hit like monk?
* Shield Enhancement Bonus
* Swift Death (Ex) same classes as candidates, add more times per day
* Size Bonus
* Angel of Death (Ex) use up all death attacks to roll a coup de grace
* Training Bonus
 
* Weapon Bonus
* Live to Tell the Tale (Ex) barbarian, partisan, brawler?  x times/day roll maneuver offense vs attackers maneuver defense to negate a hit
 
* Elaborate Attack (Ex) bard, paladin, rogue, fighter? spend a full BAB attack roll (or any 5-foot step?) to trigger a class feature (finale for bard, smite for pally, sneak for rogue, challenge for fighter?)


Based on current plan for magic redo, the following bonus types might be eliminated:
* Spell Critical (Su) sorc, wiz, druid? if confirms a critical with an attack, can cast a spell as a swift action. aimed at rays, but leave open-ended for dual/multi/prestiges
* Alchemical Bonus
* Competence Bonus (?) - ''does a bard's performance count as a "charge"?''
* Insight Bonus
* Luck Bonus
* Martial Bonus (?) - ''does a warlord's battle standard count as a "charge"?''
* Morale Bonus
* Profane Bonus
* Sacred Bonus


to be replaced with:
* Inspiring Demeanor (Ex) bard, cleric, fighter, paladin, warlord? roll maneuver offense against the maneuver defense of an ally to upgrade one action to the next higher action x/day
* arcane bonus
* divine bonus
* vital bonus (both arcane & divine)


==Item Activation==
* Arcane Pool (Su) sorc, wiz, bard, ranger?  1/2 caster level plus Int mod /day, spend a point from the arcane pool to add +1 to-hit with implement (8th), or, character level to damage done by a spell to one enemy (23, 28, 33) or, +1 to save DC (13), or +1 to spell penetration (18). starts at 1 point/round max, scales to 2, 3, 4, 5. damage feature is multiplicative, 5 points adds 5x level to up to 5 targets (!)
All command word items can still be activated by a standard action. OR, they may be activated, once per round, by a swift action and by expending hit points equal to 5+ the CL of the item.


(RD) the more I think about this, the more I think it should be a feat, or class feature, or something. It's too powerful, even with the HP lossIt's effectively the Quicken Spell feat for magic items.
* dismount abilities for mounts -- special attacks that can only be performed as a dismount actionThink something like a bull rush that immobilizes everyone you manage to push (after the push concludes).


==slotless notes==
* Steelborne (Ex) cleric, bard, brawler, prowler, warlord, rogue?  Allows the class to count their levels as Fighter levels for qualifying for feats. Differentiate by level acquired (8th for warlord, brawler, prowler, 13th for cleric, 18th for bard?) and by how 'strong' the fighter qualification is (warlod fighter = -5, brawler = -3, bard = -15, etc.)
* get rid of synergy bonus for multiple enchants on single items.
** instead, first enchant is normal cost, any additional enchants cost double.
* slotless items which are only available as slotless items (e.g. handy haversack, flying carpet, etc.) are normally priced
** items which are normally "slotted" items but are converted to slotless cost triple normal price.


==multi-classing / dual-classing==
* Indestructible (Ex) cleric, paladin, warlord, fighter?  Complete immunity from critical hits while wearing heavy armor (c28, w23, f18?) improves to immunity to precision damage as well five levels later?
* if you choose to multi-class or dual-class, you permanently give up the use of action points.
* '''multi-classing:''' commit to no fewer than 5 levels of any class. If you have at least 5 levels in a class, you may choose to start gaining levels in a different class instead, committing to that new class for a minimum of 5 levels.
* '''dual classing:''' pick two classes at character creation. You level up in an alternating pattern, gain 1 level in one, then gain 1 level in the other. You cannot deviate from this pattern, nor can you choose to multi-class until you have at least 5 levels in BOTH classes.


=== Things to consider for multi-classing / dual-classing ===
* Deadly Defense (Ex) rogue, ranger, fighter, warlord, partisan?  Whenever you ready an action to attack a foe outside your current melee reach, add +2 to the threat range of your attack and add your character level to the damage dealt as base damage (!!)
* '''Feat Support:''' We will need to create a fair number of new feats for each character class akin to the [[Shaping Focus (Feat)]].


== magic weapons notes ==
* Combat Advisor (Ex) bard, cleric, paladin, rogue, warlord? Whenever you miss with a melee attack, (and don't spend an action point) you may designate an ally within 30 feet that can see you to gain a +1 (morale? martial?) bonus on their next attack against that target. improves to next attack against any target, +2 against that target, +2 against any target, +1 to any target until end of the encounter. doesn't stack, of course.
* remove ability to enchant ammo; only projectile weapon can be enchanted
** update limitless quiver to allow other ammo types, but non-magical.
** ammo also cannot have dweomermetals &mdash; dweomermetal effects are instead conferred by the projectile weapon shooting the ammo.


* create some non-magical ways of adding +to-hit and +damage to weapons/shields/armor/implements
* Throw Implement (su) sorc, wiz, bard? x times per day, converts any spell which deals damage with a circle into a single-target ray with a range of 60 feet, embodied as charging the currently wielded implement and throwing it.
** will not stack with magic, but cannot be suppressed by anti-magic/dispel, etc.
** instead of costing more, I think they just shouldn't go as high as +9
** no properties? (we could, but it would be a lot of work that we don't really need to do right now)
*** quenches of oil, water, brine, blood for +to-hit
*** tempers of single, triple, and seven-fold for +base damage


== Siegemetal Alloys==
* Path to Refuge (sp?) cler, dru, sorc, wiz? x times per week, manaburn 1 spell per hundred miles to return to your 'refuge'. manaburn same x spells per additional person to bring with you. cler 13, dru 18, sorc/wiz 23?
* like a dweomermetal - any enhancement bonus or magic properties on weapon (or armor?) become extraordinary instead of magic-based.
  ranger?
:* Tempered Siegemetal - max absolute bonus of +5 (12-10)
:* Annealed Siegemetal - max absolute bonus of +10  (20-10)
:* Quenched Siegemetal - max absolute bonus of +14  (28-10)
:* Forged Siegemetal - max absolute bonus of +18  (35-10)
* DR x/magic works against this weapon, since it is not magic.


== Skill Challenges ==
* Stored Life (su) barbarian, brawler, fighter, partisan, paladin?  when affected by a status condition, sacrifice a class feature for the remainder of the day to ignore the condition until the end of the encounter. rage power, tactic, type of attack, lay on hands, feat, etc, are all eligible.  
* use initiative as a means of controlling who acts when
describe this as [[Essence Omission]]; seems to follow the same rules
* require more skill checks each round than there are players -- make the players decide which parts of the challenge they care about most
* determine what happens if each of the checks isn't made -- consequences are fun. Use the consequences to trigger the event of the next round
* the first round should simply lay out the challenge, and let people know what skill checks exist
** may also want to include mystery checks -- players who don't want to do any of the 'mandatory' checks can try something different
** set the scene -- make sure there's lots of gimmicks, treats, odds & ends to interact with
** determine the timer -- there should be a clearly defined timer -- "if the foe gains ground at least three times, they escape".
* the second round should add a complication or twist, or perhaps a boon (if the players did really well)
* skill challenges should probably be timed to last about 3-4 rounds, just like combat. This would allow traps to become skill challenges, for example, but also weird things like poisons and disease. Chase scenes, bar brawls, verbal sparring, contests, etc. are all also good examples of skill challenges.


* abstract encounters re-tool -- exceptional success rewards a d6 (or even 2d6) which can be applied to anyone's future checks during the skill challenge. Bonus dice are additive, and as many as you want can be applied to a single roll.  However, any roll which has bonus dice applied to it cannot gain bonus dice itself. If you want to accumulate bonus dice, don't get help.
* Killing Focus (Ex) barbarian, fighter, monk, ranger, rogue, pariah, prowler, brawler? spend a swift action to focus on an opponent. If you then use a full attack action to attack that foe, making the maximum number of attacks, gain +1 to-hit and +1 base weapon damage with all attacks. Note: once gained, persists until the foe dies or you focus on something else, stacks!


* need to work out how xp and treasure would be awarded for skill challenges, especially when they are taking place in the middle of a fight (traps, poisons, contests).  The challenge itself would ideally represent one or more monsters of the same CR as the encounter, but the math seems a little fuzzy.
* Shadow Double (Su) bard, monk, pariah, prowler, rogue? x-times per day, move so sneakily you seem to be in two places at once. gain a flanking bonus with yourself, or, gain concealment, or, gain mirror image effect.


* common skill challenges (bar brawls, chase scenes) might have a random table of complications for the GM to roll.  Complications don't occur right away -- the players are notified that the complication might occur if they don't take action to prevent it, and are given a round to deal with it (in addition to dealing with all the other skill checks required).
* High Strike (Ex) barbarian, brawler, fighter, monk, prowler?  a scaling number of times per day, if you make an attack from higher ground, gain a bonus attack as a swift action (!) this can be triggered by using climb, making a jump, using native sloped terrain, or by having a hover, vault, or fly speed.  
** each complication should have a few variants of outcomes, depending on how well the players mitigated it, ranging from "made it worse", to "not as bad", to "didn't happen at all".


==character sheet changes==
* Inveigle (Su) bard, cleric, pariah, sorcerer, warlord, wizard  a scaling number of times per day, make a maneuver offense or caster check against a target within scaling distance. if you succeed, they no longer count as allied creatures to their former allies, and count as allies of you and your side instead. they provoke, cannot move through their former friends, do not grant flanks, etc. conversely, they now cannot make attacks of opportunity against your side, can be moved through without issue, and can be used to gain flanking.  lasts for 1 round, scaling to end of encounter. can scale to allow multiple creatures to be affected per use of the ability
* include [[might]] skill modifiers to encumbrance
* bailiwick skill ranks granted to associated knowledge skill
* add button functions from Rick's sheet
* start listing out the possible moving parts relevant to combat in the buffs and debuffs tab


==Lower Priority Things To Do==
* Everburn (Su) brawler, fighter, paladin, partisan?  gain the ability to spend an action point to gain an action even while under the effects of a condition which normally removes the ability to take actions, such as helpless, paralyzed or petrified.
* templates:
** consider moving rogue talents pages into templates
** consider moving fighter tactics into templates/separate pages


* Epic Bloodline (archaic bloodline) writeups
* Serendipity (Su): Bard, urban barb, brawler, cleric, prowler, warlord?  When you or one of your allies within 30 feet rolls any d20 check, use this ability as an immediate action before the results of the roll are checked to tweak the odds in their favor, increasing the result of the die roll or check by 1. This CAN turn a normal hit into a critical threat, but it cannot make an attack roll a natural 20.  The character can use this ability a number of times per day up to their  character level of the class that grants the ability. At intrepid tier (second tier) of the granting class, and every additional tier thereafter, they can increase the die result of the target's roll by an additional 1 by using up more of their daily uses. For example, a 12th-level bard with three tiers of bard has 12 points of serendipity, and can spend up to three points of serendipity to increase an ally's roll by 3 in one immediate action.


* Sorcerer Bloodlines page
* candidate for prestige class: mystic theurge is super cool, should be in the running for an early prestige class
* Cleric Domains page
* check 'vigilante' class for ideas for possible skills expansion pass, might be some interesting ideas in there


* Auramancy
* True Dweomers


== Character Classes ==
critical path thoughts:
* '''Physical Adept''' class (Fleshcrafter?) - arcane-powered melee, re-tool eidolon-style abilities as self-buffs
 
* <strike>Mentat</strike> <strike>Warsage</strike> '''Storm Knight''' class - intelligence-based melee and thrown weapons user.
nine primary stats, seven derived stats
* '''Toxotes''' - high damage ranged attacks, trick shots (possibly just create via new rogue talents?)
Str-ength Physical strength, lift/carry/throw, melee damage, adds to PD, stamina, stun,
* Galvanist
Dex-terity Physical quickness, adds to physical hit and dodge, SPD
* Seeker
Bod-y Physical hardiness and toughness, adds to ED, stamina, stun, recovery, stagger
* Templar
 
* '''Effigy''' (Artifact? Vestige?)
Ego-tism Mental strength, Telekinetic lift/carry/throw, mental damage of all sorts
:* the character is an actual artifact, which is intelligent. The actual artifact is /somewhere/, though even the player may not know where. They have extended their consciousness into a remote effigy (moppet?) with which they interact with the world.
Int-elligence Mental quickness, adds to mental hit and dodge, SPD
:* they can use their experience to augment their effigy, giving it better abilities
Wil-lpower Mental hardiness and toughness, adds to DR, stun, stagger
:* like a summoner or pet class, except that the master isn't present on the battlefield
 
* '''Assassin'''
Tal-ent Arcane strength, arcane lift/carry/throw, arcane damage of all sorts
:* inflicts and spreads bleeds; can end all bleeds to deal that much damage to all enemies (even non-bleeding ones)
Cra-ft Arcane quickness, adds to arcane hit and dodge, SPD
Abi-lity Arcane hardiness and toughness, adds to DR, stun, stagger
 
PD
ED
DR
 
Spd
 
REC
STA
STN
 


== Interesting Links ==
== Interesting Links ==
* [http://www.anydice.com/ All electronica baby!]
* [http://www.anydice.com/ All electronica baby!]
* it hurts me, but I am unable to stop poking at it: [http://www.cut-the-knot.org/recurrence/word_primes.shtml hexatrigesimal prime numbers]] as words. (whimper)
* it hurts me, but I am unable to stop poking at it: [http://www.cut-the-knot.org/recurrence/word_primes.shtml hexatrigesimal prime numbers] as words. (whimper)
* Name Generator Site: [http://fantasynamegenerators.com/planet_names.php#.WAV60OArKUl fantasy name generators]
* Name Generator Site: [http://fantasynamegenerators.com/planet_names.php#.WAV60OArKUl fantasy name generators]
* Running combat with [http://theangrygm.com/manage-combat-like-a-dolphin/ urgency and exigency].
* Running combat with [http://theangrygm.com/manage-combat-like-a-dolphin/ urgency and exigency].
* http://clipartmag.com/decorative-line-break
* art link https://www.artstation.com/ariirf
* weapon names generator https://www.fantasynamegenerators.com/sword-names.php

Latest revision as of 01:33, 3 April 2024

  • need to add size limitations or modifiers for drag, reposition, bull rush
  • need to create wands for the new selective metamagic feat
  • need to create wands for the new multi-target feats

https://www.youtube.com/watch?v=3C2V5GtqTpA

https://docs.google.com/document/d/10l7QaghWH9XbHv6SAwvPtBWWc8up3tCpJYjJydVpRsw/edit

  • update in-combat skill assist language (no penalty on fail, since it costs a standard action)
  • Update any monsters that use Grabbed, Grappled, or Pinned (find them using the "What Links Here" from each of those pages).
  • Consider adding weapon quality that allows better grapple maneuvers
  • Consider high-level feat that allows Pinned condition on a particularly good grapple check (maybe change it so it's Grabbed when you equal or beat the DC, Grappled when you beat the DC by 3 or more, and Pinned when you beat the DC by 6 or more? Currently, it's Grabbed when you equal or beat the DC, and Grappled if you beat the DC by 5 or more, with no chance for pinned.)
fix init and skills and "all other skills" values in monster template, when a pattern is applied
  • fix the spell template so it substitutes text into the table (will require page rebuilds so table data is actually local)
  • add comment in Character Advancement to mention to check Skill Basis increases (every 4 levels) and Maneuver Defense increases (every even level)
  • re-write first sentence of Monk Water and Stone to clarify what it applies to (to-hits AND damage? to-hits OR damage?)

random thought for class feature

  • dice as input influencers, instead of output influencers. I.e. roll dice to see what you can do, then do some of those things efficiently (no dice to determine outcome, only dice to determine what is possible).

2 new warlord feats

  • formation dice now lay temp hit points on ally and heal them, instead of granting bonus damage to their attack; still requires them to hit an enemy creature first
  • (requires first feat) formation dice now do two of the following three things: grant bonus damage, grant temp hit points, heal the target ally; still requires target to hit an enemy creature first. warlord picks this every time they use it.

New Magic Weapon Properties

primarily intended for implement wielders, but are also useful to multi-classers

  • Runic: +1 property that grants the Implement (Quality) to the weapon it is applied to (one-off)
  • Excinding: +3 property to allow wielder to use their ranged to-hit bonus for melee attacks with that weapon (one-off)
  • Excising: +3 property to allow wielder to use their melee to-hit bonus for ranged attacks with that weapon (one-off)
  • +3, +5, +7, +9 properties that lower the level increase caused by metamagic feats applied to spells while that weapon is being wielded (-1 to -4)
  • Competent, Professional, Professorial, Authoritative
  • +2, +4, +6, +8 properties that increases the save DC of spells or class features while it is being wielded (+1 to +4)
  • Visceral, Intuitive, Instinctive, Reflexive
  • Spellblade: +1 property that lets wielder add the weapon's base weapon damage to any spell damage they inflict while wielding that weapon
  • Hexblade: +3 property that lets wielder add their full weapon damage (includes any stat bonuses to the weapon's attack type: ranged or melee) to any spell damage they inflict while wielding the weapon
  • Baneblade: +5 property that lets wielder add bonus damage from class features, such as sneak attack, formation, encroachment, etc, on top of their full weapon damage to any spell they cast while wielding the weapon, if target qualifies for that bonus damage.

new magic item

  • ring that lets you apply magic armor properties, but only if you don't have anything else equipped that can take magic armor properties. (Cost should double the cost of magic armor properties if they were just applied to armor.)

lore updates?

  • update all the monster template sub-templates (e.g. To-Hit, Save-DC, Special-Standard-Dmg, etc.) so that if "Lore" is in the page title, it replaces the value with "REDACTED"
  • then create a new 'full lore' auto-page that shows the basic lore, strong against, weak against, all special abilities, and out-of-combat sections, redacting out all the numerical values.

miss chance - final thoughts?

  • Concealment / miss chance should apply to combat maneuver (skill) checks, and any skill that has a 'physical manifestation'.

Traps

  • write the actual rules for traps on the Traps and Hazards page
  • create a list of all traps (somewhere)
  • create a list of all complications (somewhere)
  • redo all class features related to traps
  • find all spells or effects that inflict 'anti-magic', and update them with language that traps are only disabled by these effects until the start of the caster's next turn. (This should also be in the traps page writeup, and maybe even on the trap itself).
  • create some traps
  • create some complications
  • then, FINALLY, ask Ben to make "The ConTRAPtion" (font: https://www.fontspace.com/fabulous-steampunk-font-f26419)

Reputation

  • players get reputation, settlements get influence
  • player reputation can be general (very powerful) or specific (less powerful)
  • reputation is a value from +1 to whatever, and is a straight-up circumstance bonus to any social interaction skill check with the affected party
  • this is why general reputation is so powerful -- it's a permanent skill boost for all social interactions
  • specific reputation (e.g. with a merchant you've had positive business experiences with) makes it easier to get good deals, get quality intel, etc.
  • should generally be rewarded for actual role-playing, as a way to encourage that sort of thing, but can also be given out as a taste of what's possible...
  • reputation doesn't have to be positive, of course...

Campaign Setting

  • Something you've done in your campaigns a lot is to use the same setting (Celegia) but set the game in different time periods in its history. This has several advantages:
  • it lets you explore some fairly substantially different settings while still maintaining some familiarity
  • it lets you flesh out the history of the setting more thoroughly through the players' actions
  • Once we've settled on a setting (Reist, Celegia, whatever), I think, before we worry about modules, we should establish five 'timeframes' where adventuring within the history of that setting is recommended (let's call them Epochs or something)
  • within each Epoch, we should build a panoply of NPCs that are iconic and important during those times (there may even be crossovers, especially for long-lived races/characters).
  • we should also have a list of adventure hooks for each epoch, to seed the GM with ideas
  • we should have a player's guide to each epoch to paint the picture of what life is like in each, and what sorts of adventures to expect therein.
  • we should then provide some guidance to GMs to allow the outcomes of adventures in one epoch to influence the history of future (or even past) epochs
  • once all this is done, we can consider writing a starting module or two

One thing I'd really like to include in whatever setting we use is the notion of a mysterious predecessor race that liked to build complicated things, especially underground. This wouldn't be the origin of all dungeons, or anything like that, but a source of some rare dungeons that are more likely to hold Potens Machenvar.

Potens Machenvar

  • On the topic of Potens Machenvar, how would you feel about nearly all of these being (extremely) limited use?
  • Basically, each time you use the PM, you have to roll a d6 to see if it breaks or crumbles to dust. The less powerful PMs might only crumble on a roll of a 1, but the really good ones would always crumble (i.e. on a 6 or less).
  • This flows well with the 'mysterious predecessor race' theme, where these are ancient devices of uncertain and irreplaceable origin, that still function even after millennia of neglect, but are prone to breaking down. Since no one knows how to fix them, once broken, they are basically trash (or they could turn into one portion of sellable goods, if we're feeling generous, and want players to just use them like candy).
  • By going with a system like this, these things could actually show up in a campaign with some regularity, if a GM so chooses, without upsetting the balance of the game too much. They'll definitely upset the balance of a single encounter, but that's kind of the whole point, really.


Breaking Objects

  • Sunders against terrain objects (not unattended objects) changes their terrain states: Blocked → Impeded → Difficult → Unobstructed/Clear. This lets us redo the breaking objects rules to get rid of the language related to the very outdated Abstract Encounter rules, while still maintaining a useful time-scale for doing things like tearing down walls. Sunder DCs will need to be brought back in line with the Skill DC chart.
  • In general, I think terrain objects should have a very low sunder DC (like 15), since anybody who knows how to swing a pickaxe should be able to make their way through it eventually. The variable we need to talk about is Durability -- how many rounds would it take a dude with a pickaxe to turn a 5-foot section of castle wall from 'Blocked' terrain to 'Impeded' terrain? Each state change should, in my opinion, take the same amount of time (mostly for simplicity).
  • We can also talk about things like Assists (possibly mandatory for large-scale works like sapping a castle wall?), and time, and how much effort a non-hero can really put into performing sunders per hour.
  • We already have a rule that you can only perform a single combat maneuver per round, so even level 35 heroes are limited to 1 sunder per 6 seconds, assuming we don't put further limitations on this.
  • We can talk about siege weapons later; I don't think we should factor them into this conversation -- I'd rather make them work organically with the system after the fact.
i think i violently agree with all of this :)  The terrain progression is just awesome, as it makes all sorts of possibilities just happen. (we could have difficult terrain 'splash' from the site of siege attacks, to represent debris fields, for example)  the difficulties in the charts were partially converted to 'DC at CR' format already, which I tentatively agree with as our model moving forward.  siege could/should be last, so we can scale those devices properly against DC's, which already should have CR coded into them to gain the proper numbers.  siege and settlements could include a possible vehicle pass as well.

Notes / To Do

  • random loot generation
  • random remnant generation (a built-in roller would be cool)
  • We could also consider making 'civilized' versus 'uncivilized' treasure parcels for monsters (could be keyed off of the monster's INT stat, meaning no changes to existing monsters, just changes to the main template), which would affect whether some of the treasure was in coins, gems, trade goods, versus just 'sellable goods' (read: goopy bits).
  • treasure idea: in addition to remnants, other currencies could drop (settlement currencies, magic item upgrades, eggs (for mounts), etc.), maps to other locations of interest, a way to spawn specific encounters. This would also be a good way to put single-use magic items into the game (which could be anything from a bottle of alchemist's fire to a scroll that calls a deific champion to help you for one round, or a genie that grants you a single wish).
  • need to issue guidelines for adapting content from other systems? the heavy/legend roles might need to be emphasized for conversion tasks
  • revisit the Vehicle Combat rules. Clean up, simplify, and remove language about multiple piloting skills, stat dependency on ship class, etc. Perhaps vehicles should perform like magic weapons (enhance bonus, properties, dweomermetal) that the pilot 'wields' to attack. This would allow the use of to-hit rolls, instead of maneuver checks for attacking. Try to make the system more like traditional combat... maybe figure out a way to remove facing.
  • figure out a way to make the bailiwicks more distinct from their associated knowledge skills. In some cases, it's not bad (Spycraft vs Know:Local), but in many cases, it's ambiguous (Reason vs. Know:Logic; Naturalism vs. Know:Nature, etc.)
  • consider cross-referencing all the between adventures into each of the appropriate skills.
  • clean up weapon page tables, adding categories for their weapon groups, handiness, and size.
  • update monster template to account for adding a role to a monster with a modified # of attacks

Feats With No Associated Class this category serves as a handy reference for old feats to be re-worked into potential magic items


Possible New Feats:

  • Bard
  • crowd pleaser - the bard may target one additional target with their Bardic Performances. This feat may be taken more than once, each time increasing the number of affected targets by 1.
  • Druid
  • Ranger
  • Partisan
  • introvert - 6th - add partisan level to healing
  • solipsist - 16th - add partisan tier as dr/er
  • surveillance - 26th - add introspection/introvert/solipsist to allies in aura
  • caltrops - add partisan level in damage against any attacked foe in aura, once per attack, hit or miss
  • trap damage table?
  • re-write perform skill to collapse it into a single skill (instead of subskills).
  • Perform: performance complexity - clarify to setting the CR of the song
  • same for entertaining an audience
  • need a note in the ability scores page (and probably the caster pages) that you can't get spells of a higher level than your class level allows, even with a high stat.
  • add new status conditions that inflict a circle penalty (or alter existing conditions to include it)
  • create a "circle 0" and update the various mana burning rules for it.
  • Update Between Adventures section on Spell Research to clarify language about adding metamagic to a researched spell -- metamagic added /can/ increase the gross spell level above 17, just not be added as research to produce an infinitely metamagicked spell.


  • Character Sheet:
  • PDF Character Sheet (Fillable) -- yes, this will happen
  • create sample characters for each class, with planned builds up through level 5


  • Monsters:
  • create at least 10 per CR. Still need CR's 19 through 40, but CR's 1 - 18 are done enough for now. currently working on this effort, but with an emphasis of CR's 1-5 (aiming for 20+ for all those CR's), since the MMM makes higher CR's richly populated by default. still need at least 10 for CR's 19-40


  • Setting:
  • Cosmology of Creation page should be tailored to suit our view of the campaign setting. If we try to keep it 'generic', it will feel hollow.
  • decide how the many races factor into our default setting. Are all the races treated as normal citizens, or are some discriminated against (half-orcs, for example)? Are non-human races (in particular the oddball ones) sometimes born to human parents, or are they only products of their own purebred lineages?


Cleanup Tasks

  • Finish moving the following into their respective templates:
  • fighter tactics
  • Equipment pages -- finish them, clean out the stupid stuff
  • finish the Designing Skill Challenges section on the Game Master's Guide page.
  • 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).
  • need to update / create page for monster types and subtypes.
  • need to review any broken links to subtypes that we don't actually want to define (e.g. azata)
  • create a "tactical" keyword and category that would identify feats, abilities, skill uses, etc. that are very dependent on a map, and wouldn't work well in a 'theater of the mind' game.

Bonus Systems

  • Settlements and Sieges
  • Epic Skill System
  • Followers / Leadership / Large-Scale War Rules
  • Auramancy / Blood Magic
  • Divine Domains (any character class; part of pre-apotheosis)
  • True Dweomers
  • Prestige Classes
  • Artifacts
  • Traps (as enemy combatants)
  • Remnants

Printable Version

  • Need some cover art for a book(let)s. Open to suggestions...
  • leaning towards a 5.5" x 8" book size as our 'starter guide' for cons, ~80 half-pages, for everything: how to play, character classes, equipment, weapons, low-level magic items, status conditions, basically everything you'd need to play up to level 5-ish. Interior will not have art, unless we really want to commission some.
  • Needs to be everything you need to know to play the game (at low levels), without access the internet or the wiki.
  • shouldn't have links or other web-based 'features', and it will need a table of contents and an index.
  • Short appendix that describes some of the other features that are available in the complete game on the wiki.
  • Found some online print sites that will do this for about $10/book, so 20 of these per convention would be about $200 which doesn't seem crazy to me.
  • will give these out to anyone who plays through the module.
  • pre-generated characters on no more than 4 pages each, printed on cardstock?
  • Will give these out to anyone who played that class through the module.
  • should be designed as a good party mix, rather than just 1 of each class; assume somewhere between 5 and 8 players.
  • a module we can run in 4-ish hours that shows off the best parts of our game -- skills, character class uniqueness, dynamic and fun combats, including a 'threat' fight as the finale. Characters should probably be level 1, but I'm willing to consider up to level 3 if there's a good reason to go there.
  • needs to have good opportunities to role-play, opportunities to use skills in an interesting way, and some fun set pieces for the combat encounters.

Siege Weapons / Settlements Notes

  • review 'breaking objects' page, in light of changes to vehicle combat and removal of abstract encounters rules
  • siege weapons - how do they work with the vehicle combat rules?
    • unless we want siege weapons to continue to be cumulative forces, though it seems like people hated all the dice rolling of the abstract encounters
    • 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.

moving these links to here for future re-write/inclusions/expansion, possibly/probably as part of settlement pass


Possible New Character Classes

  • Physical Adept class (Fleshcrafter?) - arcane-powered melee, re-tool eidolon-style abilities as self-buffs?
  • Mentat Warsage Storm Knight class - intelligence-based melee and thrown weapons user.
  • can 'game out a fight' -- may declare at any point in a round that they have not yet dealt any damage (even after one or more failed attacks) that they are simply gaming out the fight, forgoing all damage for the remainder of the round. In exchange, they gain a massive buff in the following round against that opponent.
  • Toxotes - high damage ranged attacks, trick shots (possibly just create via new rogue talents?)
  • Galvanist - sorceror/prowler/alchemist, focus on The Spark as a way to empower things (weaps/armor/potions) with sparks and essence
  • Seeker - sorceror/ranger/prowler, has 'target/treasures' they are looking for, can have up to five, each treasure/target allows them to activate a diff power/class feature, they have to pick new ones as they find old ones or they lose powers
  • Templar - arcane/urban fighter//paladin striker/tank, much stronger if has a place to defend or a crusade to advance. Can use a taunting variant of mirror image (can't attack, but taunts and soaks up a hit or two).
  • Effigy (Artifact? Vestige?)
  • the character is an actual artifact, which is intelligent. The actual artifact is /somewhere/, though even the player may not know where. They have extended their consciousness into a remote effigy (moppet?) with which they interact with the world. look at material for the warforged as inspiration?
  • they can use their experience to augment their effigy, giving it better abilities
  • like a summoner or pet class, except that the master isn't present on the battlefield
  • Assassin: inflicts and spreads bruise/bleeds/ruptures; can end all effects to deal that much damage to all enemies (even non-bleeding ones)
  • Horolog master of clockworks, makes ether-powered devices that do stuff (attacks, defenses, pets, buffs, move, mounts?) the martial-version of an alchemist
  • Oracle divine-powered sorcerer/paladin, has the ability to give blessings, lays curses, has no heal but can absorb damage from allies in a radius and lay on hands. sorcerer/cleric/paladin hybrid with unique damage transfer power+
  • Jinx: can store up and use failed d20 checks (to-hits, saves, etc.) to unleash powerful curses and debuffs. Encouraged to take wild risks in order to miss more (and have that wild payoff when they don't fail).

Reminder links to complete additional classes at future date


Ideas For Class Features

  • Death Attack (Ex) prowler, ranger, partisan, warlord? x times/day perform a magnum-size hit like monk?
  • Swift Death (Ex) same classes as candidates, add more times per day
  • Angel of Death (Ex) use up all death attacks to roll a coup de grace
  • Live to Tell the Tale (Ex) barbarian, partisan, brawler? x times/day roll maneuver offense vs attackers maneuver defense to negate a hit
  • Elaborate Attack (Ex) bard, paladin, rogue, fighter? spend a full BAB attack roll (or any 5-foot step?) to trigger a class feature (finale for bard, smite for pally, sneak for rogue, challenge for fighter?)
  • Spell Critical (Su) sorc, wiz, druid? if confirms a critical with an attack, can cast a spell as a swift action. aimed at rays, but leave open-ended for dual/multi/prestiges
  • Inspiring Demeanor (Ex) bard, cleric, fighter, paladin, warlord? roll maneuver offense against the maneuver defense of an ally to upgrade one action to the next higher action x/day
  • Arcane Pool (Su) sorc, wiz, bard, ranger? 1/2 caster level plus Int mod /day, spend a point from the arcane pool to add +1 to-hit with implement (8th), or, character level to damage done by a spell to one enemy (23, 28, 33) or, +1 to save DC (13), or +1 to spell penetration (18). starts at 1 point/round max, scales to 2, 3, 4, 5. damage feature is multiplicative, 5 points adds 5x level to up to 5 targets (!)
  • dismount abilities for mounts -- special attacks that can only be performed as a dismount action. Think something like a bull rush that immobilizes everyone you manage to push (after the push concludes).
  • Steelborne (Ex) cleric, bard, brawler, prowler, warlord, rogue? Allows the class to count their levels as Fighter levels for qualifying for feats. Differentiate by level acquired (8th for warlord, brawler, prowler, 13th for cleric, 18th for bard?) and by how 'strong' the fighter qualification is (warlod fighter = -5, brawler = -3, bard = -15, etc.)
  • Indestructible (Ex) cleric, paladin, warlord, fighter? Complete immunity from critical hits while wearing heavy armor (c28, w23, f18?) improves to immunity to precision damage as well five levels later?
  • Deadly Defense (Ex) rogue, ranger, fighter, warlord, partisan? Whenever you ready an action to attack a foe outside your current melee reach, add +2 to the threat range of your attack and add your character level to the damage dealt as base damage (!!)
  • Combat Advisor (Ex) bard, cleric, paladin, rogue, warlord? Whenever you miss with a melee attack, (and don't spend an action point) you may designate an ally within 30 feet that can see you to gain a +1 (morale? martial?) bonus on their next attack against that target. improves to next attack against any target, +2 against that target, +2 against any target, +1 to any target until end of the encounter. doesn't stack, of course.
  • Throw Implement (su) sorc, wiz, bard? x times per day, converts any spell which deals damage with a circle into a single-target ray with a range of 60 feet, embodied as charging the currently wielded implement and throwing it.
  • Path to Refuge (sp?) cler, dru, sorc, wiz? x times per week, manaburn 1 spell per hundred miles to return to your 'refuge'. manaburn same x spells per additional person to bring with you. cler 13, dru 18, sorc/wiz 23?
ranger?
  • Stored Life (su) barbarian, brawler, fighter, partisan, paladin? when affected by a status condition, sacrifice a class feature for the remainder of the day to ignore the condition until the end of the encounter. rage power, tactic, type of attack, lay on hands, feat, etc, are all eligible.
describe this as Essence Omission; seems to follow the same rules 
  • Killing Focus (Ex) barbarian, fighter, monk, ranger, rogue, pariah, prowler, brawler? spend a swift action to focus on an opponent. If you then use a full attack action to attack that foe, making the maximum number of attacks, gain +1 to-hit and +1 base weapon damage with all attacks. Note: once gained, persists until the foe dies or you focus on something else, stacks!
  • Shadow Double (Su) bard, monk, pariah, prowler, rogue? x-times per day, move so sneakily you seem to be in two places at once. gain a flanking bonus with yourself, or, gain concealment, or, gain mirror image effect.
  • High Strike (Ex) barbarian, brawler, fighter, monk, prowler? a scaling number of times per day, if you make an attack from higher ground, gain a bonus attack as a swift action (!) this can be triggered by using climb, making a jump, using native sloped terrain, or by having a hover, vault, or fly speed.
  • Inveigle (Su) bard, cleric, pariah, sorcerer, warlord, wizard a scaling number of times per day, make a maneuver offense or caster check against a target within scaling distance. if you succeed, they no longer count as allied creatures to their former allies, and count as allies of you and your side instead. they provoke, cannot move through their former friends, do not grant flanks, etc. conversely, they now cannot make attacks of opportunity against your side, can be moved through without issue, and can be used to gain flanking. lasts for 1 round, scaling to end of encounter. can scale to allow multiple creatures to be affected per use of the ability
  • Everburn (Su) brawler, fighter, paladin, partisan? gain the ability to spend an action point to gain an action even while under the effects of a condition which normally removes the ability to take actions, such as helpless, paralyzed or petrified.
  • Serendipity (Su): Bard, urban barb, brawler, cleric, prowler, warlord? When you or one of your allies within 30 feet rolls any d20 check, use this ability as an immediate action before the results of the roll are checked to tweak the odds in their favor, increasing the result of the die roll or check by 1. This CAN turn a normal hit into a critical threat, but it cannot make an attack roll a natural 20. The character can use this ability a number of times per day up to their character level of the class that grants the ability. At intrepid tier (second tier) of the granting class, and every additional tier thereafter, they can increase the die result of the target's roll by an additional 1 by using up more of their daily uses. For example, a 12th-level bard with three tiers of bard has 12 points of serendipity, and can spend up to three points of serendipity to increase an ally's roll by 3 in one immediate action.
  • candidate for prestige class: mystic theurge is super cool, should be in the running for an early prestige class
  • check 'vigilante' class for ideas for possible skills expansion pass, might be some interesting ideas in there


critical path thoughts:

nine primary stats, seven derived stats Str-ength Physical strength, lift/carry/throw, melee damage, adds to PD, stamina, stun, Dex-terity Physical quickness, adds to physical hit and dodge, SPD Bod-y Physical hardiness and toughness, adds to ED, stamina, stun, recovery, stagger

Ego-tism Mental strength, Telekinetic lift/carry/throw, mental damage of all sorts Int-elligence Mental quickness, adds to mental hit and dodge, SPD Wil-lpower Mental hardiness and toughness, adds to DR, stun, stagger

Tal-ent Arcane strength, arcane lift/carry/throw, arcane damage of all sorts Cra-ft Arcane quickness, adds to arcane hit and dodge, SPD Abi-lity Arcane hardiness and toughness, adds to DR, stun, stagger

PD ED DR

Spd

REC STA STN


Interesting Links