Talk:Epic Path

From Epic Path
Revision as of 01:50, 17 July 2016 by Reese (talk | contribs)
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Highest Priority Things To Do

  • consider renaming Prowler to Skirmisher
  • templates:
    • update spell template to pass info to master list (components)
    • consider redoing rogue talents pages into a template
    • consider moving the magic weapon/armor/shield properties pages into templates
  • add weights for all doors and such on the 'breaking objects' page, for purposes of the Might skill.
  • Make traps more interesting/fun
  • revisit Merchant DC numbers on Money and Merchant pages (make sure they line up with Hard DC's for the NPC level we want)
  • need better DC for demoralize when used against PC's. Consider skill like Feint (Sense Motive). Suggestions: diplomacy or might
  • Consider writing some 'mounted combat' rules, which simplify what a combat mount does during combat (e.g. grants a simple damage bonus to its rider, based on the general CR of the mount)
  • Redo analysis pass for all character classes
    • I'd like to revisit the Brawler's restriction on magic weapons (e.g. Amulet of Mighty Fists). Why? (I forgot)
  • Fix references to profession skill being based only on Wisdom (now "Varies")
  • Monsters
    • write Mid-level monsters (CR's 17 to 20)
    • Move existing monsters to the new Monster template (started! done through CR 4)
  • Vehicles & Siege Weapons
    • template for vehicles?
    • template for siege weapons?
    • Finish Vehicle Combat Rules
      • page for PC vehicles (pre-made, make your own, customization/upgrade rules)
      • page for NPC vehicles (make your own, table of specials)
      • page for special vehicle upgrades
  • Create dweomermetal properties for implements, and add dweomermetals as an option for Implement creation
  • Finish Equipment descriptions
  • Pre-Made Magic Items List : "Acculturate" magic items so that there is a courageous, heroic, epic, and mythic version on every item for every slot.
  • Re-write "what is epic path" page. (Started)
  • Skills
    • Need to review all skills to update Target DC's using new skill check DC's table, if appropriate.
      • Should also review epic skill uses for the same thing.
      • Intimidate skill is done.
    • Update the skills pages with the new Skills template
    • replace "fly" and "swim" with "Movement (Str)" skill; Also pull the "move into/through someone's space" aspect of Acrobatics' tumble ability into this, though tumbling to avoid AOO's in threatened squares would still be acrobatics.
    • replace "appraise" with "barter", remove bartering from diplomacy
    • replace "ride" with "drover"?
    • replace "climb" with "Might"; add passive strength, feats of strength elements to skill (bend bars/lift gates, etc.)
  • Adjust language of damage done by combat maneuvers to call out that things like bard songs, spell damage bonus, etc. can be added. The attacking character deals only base damage plus weapon enhancement bonus (?) if any.
  • new feats needed:
    • Warlord - more formation dice
    • Ranger - more quarry dice
    • Ranger - better traps (better action economy, use against an occupied space)

Lower Priority Things To Do

  • Epic Bloodline (archaic bloodline) writeups
  • Partisan (was Cromlech) - primary tank class
  • Sharp (was Gambler) - buff/controller class
  • Pariah (was Warlock) - striker/caster
  • Build/flesh-out basic rules pages
    • How to gaming page
    • Ability Scores page
    • Finish Character Advancement page
    • How to Combat page
    • Glossary of Terms page
  • Sorcerer Bloodlines page
  • Cleric Domains page
  • Import spells to page - started!
  • Auramancy
  • True Dweomers
  • If we ever allow multiclassing, we need to create feats for each character class akin to the Shaping Focus (Feat).
  • Create master list of allowable spells for spell effects for magic item creations (optional?)

Playtests

  • Fane Campaign (Level 5 to date) - Characters play-tested:
    • cleric
    • brawler
    • prowler
    • alchemist
    • wizard
  • Windward Marches campaign (level 8 to date) - Characters play-tested:
    • fighter
    • paladin
    • warlord
    • rogue (clever)
    • alchemist
    • barbarian (left game at level 6)
  • The Golden Portal campaign (level 12 to date) - Characters play-tested:
    • prowler
    • bard
    • brawler
    • sorcerer
    • rogue (clever)
    • cleric
    • fighter

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.
  • Fanatic class - divine melee/unarmed, low heals, light armor, no spells. Lay on Hands that does damage; touch attacks.
  • Toxotes - high damage ranged attacks, trick shots (possibly just create via new rogue talents?)
  • Galvanist
  • Seeker
  • Templar

New Systems

  • Prestige-class replacement system (feat trees?) Alternatively, examine 'good builds' in existing sources and recreate similar functionality in a 'package' of class abilities, call it the 'Epic Path'
  • Balance thoughts for multi-classing; 5 levels minimum dip, multi-class characters may not use action points, multi-class characters may not use feat trees/epic paths, etc.
  • Abstract Action mechanic worked out, needs playtesting/balance/integration into all game mechanics
  • True Dweomers - data compilation begun
  • Interoperate with Abstract actions/become ritual magics?
  • Some casting times measured as a standard action usable in Real-Time, some casting times measured in Intervals?
  • Require skill rolls vs DC's to cast? (Old idea, but, it kind of works with the new systems pretty good....)

10th Corrupt Dweomers: Target a foe, any items they have no longer give them a bonus until the end of the encounter. If the items have a CL of 20 or below, there is no roll. If the items have a CL of 21 or higher, make a caster level check vs a target of 10+ the CL of each item. If it succeeds, the item no longer gives a bonus until the end of the encounter. If it fails, there is no effect.

11th

12th

13th Accursed Dweomers: As Corrupt Dweomers, except any affected items inflict a penalty equal to their normal bonus until the end of the encounter.

14th

Truemagic Feats
    • Truemagic Scribe - learn one new true dweomer of 10th level
    • Truemagic Supplicant - learn two new true dweomers of 10th or 11th levels
    • Truemagic Ordained - learn three new true dweomers of 10th thru 12th levels
    • Truemagic Nominate - learn four new true dweomers of 10th thru 13th levels
    • Truemagic Magus - learn five new true dweomers of 10th thru 14th levels

Dice Roller

  • All electronica baby!

http://www.anydice.com/

  • 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)

Things to find and replace