Talk:Epic Path: Difference between revisions

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:* essentially, metamagic becomes a deliberate act of increasing spell casting time to get a greater result from the spell.
:* essentially, metamagic becomes a deliberate act of increasing spell casting time to get a greater result from the spell.
::* conversely, some metamagic reduces the action to cast the spell. (Quicken, Still, Silent).
::* conversely, some metamagic reduces the action to cast the spell. (Quicken, Still, Silent).
* '''Full Attacks:''' at low levels, full attacks are worse than standard attacks, since you still get only one attack for your standard+move. Full attacks should do /something/ for everyone at all levels.
:* furthermore, the iterative -5 per additional attack is perhaps one factor that spreads our numbers very wide.  If we just said that all attacks made during a full attack suffer a -4 penalty (or whatever), including the first, it simplifies, and allows us to make full attacks interesting.
::* this penalty could decrease with levels, faster for more martial classes, and slower for less martial classes.  It could even be completely different for each class.
* '''Shields:''' In pf2, you can use a shield to completely block one attack per round, as a free action.
:* I assume this is in lieu of any armor class bonus.  If so, it would probably also eliminate the enhancement bonus from shields (just armor).  However, shields could still get properties (maybe at double current costs to account for no enhancement bonus?)
* '''Non-Lethal Damage:''' Instead of tracking it separately, only the killing blow to a creature (the one which reduces it to 0 hit points or fewer) counts towards lethal/non-lethal.  If a creature's hit points are reduced to 0 or fewer by a non-lethal attack, they are KO'ed instead of killed.  In all other cases, non-lethal damage behaves exactly like damage, and is tracked exactly like damage.
* '''Non-Lethal Damage:''' Instead of tracking it separately, only the killing blow to a creature (the one which reduces it to 0 hit points or fewer) counts towards lethal/non-lethal.  If a creature's hit points are reduced to 0 or fewer by a non-lethal attack, they are KO'ed instead of killed.  In all other cases, non-lethal damage behaves exactly like damage, and is tracked exactly like damage.
:* this would mean healing would become somewhat weaker in fights where non-lethal is used against players, since it wouldn't be a separate healing stack from regular damage.
:* this would mean healing would become somewhat weaker in fights where non-lethal is used against players, since it wouldn't be a separate healing stack from regular damage.

Revision as of 13:46, 22 March 2018