Talk:Epic Path

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  • monster power (leader) - swift action, grant +2 to hit and +<varies> to damage for one non-leader allied group until start of leader's next turn, and advance that selected group up one step on the initiative (above the next higher creature, PC, or group). If it is already at the top of the order, it cannot be granted this bonus.

to do

  • Look at rogue talents and other abilities that add in stat mods twice. Lower that second boost to 1,2,3 scaling.
  • review equipment bonuses to skills: e.g. masterwork tools, thieves' tools
  • UMD - add mishap chance on scrolls back into rules
  • define 'ally' (includes self)
  • add words to each race page - no addt'l bonus languages for high INT after 1st level

Blur and Displacement

  • Blur - displace (move) 15 feet to gain 20% miss chance until end of your next turn.
  • Displacement - displace (move) 30 feet to gain 50% miss chance until end of your next turn.
    (DGW) 15/30 seems like a lot of movement.  Should the movements required be more than some races' base movement?  perhaps 10/20 feet makes more sense?  Also, see Blurred_Movement_(Spell)

character sheet changes

  • include might skill modifiers to encumbrance
  • bailiwick skill ranks granted to associated knowledge skill
  • consider breaking equipment off of skills tab
  • consider breaking weapons/armor off of core stats tab
  • need to put in worksheet area for stats calculations (space for magic items, level adds, other)
  • consider adding an "in-game" tab which offers a place to check/uncheck active buffs, roll stuff, lookup skill DC's, etc.
  • consider adding a tab just for buffs, similar to Rick's sheet
  • need to start collecting a master list of every weird rule-breaking thing each class does

Highest Priority Things To Do

  • When making magic item pass (and apply to mounts, magic weapons/armor, etc.), use a variable in place of cost, and refer to a table so we can centrally manage costs
  • Review barbarian feats again
  • New Senses
    • Write up telepathy as a sense
    • Cloudsense (see through clouds, fog and mist; akin to radar)
    • Improved Tremorsense - detect and see through solids even past gaps in solids (i.e. detect solids on other side of a wall) as long as within your max range for sense
  • Monsters
    • Finish moving existing monsters to the new Monster template (done through CR 8)
    • Finish converting blueprints to new template (done through CR 13)
    • finish creating heroic-level monsters (CR's 17 to 20)
  • Combat Maneuvers:
    • update feats (again!) for new status conditions, as needed
    • update weapon qualities for the new status conditions/combat maneuvers, as needed
  • consider renaming Paladin's "Mercy/Correction/Scourge" to "Cleanse"
  • 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)
  • May want to review the damage done by mounts (currently adds damage bonus equal to CR of mount, assuming it is combat-trained). See Ride for details.
  • 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)
  • siege weapons - how do they work with the vehicle combat rules?
  • 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.
  • Skills
    • Update the skills pages with the new Skills template
    • 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.
  • new feats needed:
    • Warlord - more formation dice
    • Ranger - more quarry dice
    • Ranger - better traps (better action economy, use against an occupied space)
    • Prowler - improve save DC for encroaching jolt?
  • Feats:
    • Review mounted feats, in light of changes to Mounted Combat
    • Update any feats which apply to abstract encounters

Lower Priority Things To Do

  • templates:
    • consider redoing rogue talents pages into a template
    • finish moving the weapon/armor/shield magic properties pages into templates
    • consider moving fighter tactics into templates/separate pages
  • consider renaming Prowler to Skirmisher, Corsair, Drifter, Outlaw (to de-conflict with similar-sounding "brawler")
  • Add to the SR magic enchantment page to include a section which grants a +1 through +6? bonus to existing (class-feature) SR.
  • Epic Bloodline (archaic bloodline) writeups
  • Create dweomermetal properties for implements, and add dweomermetals as an option for Implement creation
  • 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
    • Re-write "what is epic path" page. (Started)
  • 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

Class Sub-Class Char Name Lvls Campaign
Alchemist Zanril 1 - 5 Fane
Alchemist Hydrazine 1 - 8 Windward Marches
Barbarian Gant 1 - 5 Fane
Barbarian Keladin 1 - 6 Windward Marches
Barbarian Urban Wrathia 1 - 6 Fractured World
Bard Fennec 1 - 12 Golden Portal
Brawler Punch 1 - 5 Fane
Brawler Culotta 1 - 12 Golden Portal
Cleric Scoria 1 - 5 Fane
Cleric Tedrick 1 - 12 Golden Portal
Druid
Fighter Corvus 1 - 8 Windward Marches
Fighter Sojourn 1 - 12 Golden Portal
Monk
Paladin Edric 1 - 8 Windward Marches
Prowler Sigel 1 - 5 Fane
Prowler Gabriel 1 - 12 Golden Portal
Prowler Draught 1 - 6 Fractured World
Ranger Nerium 1 - 12 Golden Portal
Ranger Coldre 1 - 6 Fractured World
Rogue Clever Vellum 1 - 8 Windward Marches
Rogue Clever Ashe 1 - 12 Golden Portal
Rogue Ruthless Senka 1 - 6 Fractured World
Sorcerer Ruin 1 - 12 Golden Portal
Warlord Skipia 1 - 8 Windward Marches
Warlord Brin 1 - 6 Fractured World
Wizard Atticus 1 - 5 Fane

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

Character Class Mini-Games

The goal of the minigame is to keep each class feeling distinct from any other class (drive home the theme of the class), and also prevent the "I hit him again" same-ness that can happen with combat. Give people something that requires planning or tactical awareness or resource management every round, to keep them engaged. The prowler's mini-game is simple, but it's great, in my opinion. You have to look at the board, you have to remember where you last attacked, you have to think about how you're going to set up your next attack.

Ideally, the mini-game is largely optional. You can play any character as "I hit him again", if you want, and you'll do okay. But if you play the mini-game, it gives you opportunities to optimize your play and improve your outcomes by 10 to 25% or so. Enough of a reward to give the min/maxers something to feel rewarded by, but not so much that it unbalances the class.

Already Addressed

  • Barbarian - generate fury by getting attacked, decide how to spend fury
  • Druid - wild shape; animal companion; spells -- probably busy enough each round
  • Partisan - establish zone of control; govern it
  • Prowler - displace 10 feet between each attack
  • Ranger - determine how to spend quarry dice; keep quarry active
  • Sharp - fate deck

Need Work

  • Alchemist - throw bombs or hulk out; fetish;
  • Bard - "compose a stanza"? arrange a sequence of power words to determine your actions for the round?
  • Brawler - jab and counterstrike are interesting options; the status attacks seem to get short shrift vs haymaker; class is very "I hit him" oriented
  • Cleric - stay adjacent to injured ally; could use more, IMO. Maybe a bonus once/encounter spell (based on domain) that is triggered by something thematically relevant?
  • Fighter - wall of steel fighter is fine, IMO; other fighters may feel a lot more "I hit the guy" than I would want.
  • Monk -
  • Paladin -
  • Pariah -
  • Rogue - seek flanks, maybe some better stealth tricks?
  • Sorcerer -
  • Warlord - keep temp hp's up, probably need a little more (maybe a variable way to improve their hold the line stance each round as an action?)
  • Wizard -

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