Talk:Epic Path: Difference between revisions
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* consider removing the 'take 20' rule from the game | * consider removing the 'take 20' rule from the game | ||
* discuss ER types for lower level monsters in bestiary (I think no monster lower than CR 10 or 11 should ever deal energy damage that isn't fire, cold, lightning, sonic or acid, since ER x/- is unavailable to everyone at these levels) | |||
** consider classifying 'fire, cold, lightning, sonic and acid' as 'basic energy attacks' and 'everything else' as 'advanced energy attacks' which require ER x/- to resist. | |||
** consider adding basic energy damage and advanced energy damage (about half of basic) to bestiary entries | |||
** this would bolster ER's utility and encourage people to really work at choosing the right ER to gear up with. | |||
* add 'feats of strength' combat maneuver | * add 'feats of strength' combat maneuver |
Revision as of 19:39, 1 November 2015
Highest Priority Things To Do
- Write up the Undine racial background
- Mid-level monsters (CR's 11 to 20)
- Re-balance dweomermetals
- Armor - Done!
- Weapons - First pass done
- consider removing the 'take 20' rule from the game
- discuss ER types for lower level monsters in bestiary (I think no monster lower than CR 10 or 11 should ever deal energy damage that isn't fire, cold, lightning, sonic or acid, since ER x/- is unavailable to everyone at these levels)
- consider classifying 'fire, cold, lightning, sonic and acid' as 'basic energy attacks' and 'everything else' as 'advanced energy attacks' which require ER x/- to resist.
- consider adding basic energy damage and advanced energy damage (about half of basic) to bestiary entries
- this would bolster ER's utility and encourage people to really work at choosing the right ER to gear up with.
- add 'feats of strength' combat maneuver
- Fortifications, Structures and Objects
- Siege Damage rules = Sunder
- Finish Equipment descriptions
Sunder stuff:
- Update Demolishing Fist feat
- Update Gatecrasher feat
- Update Ruinous Rage epic feat
- Update Rent Asunder feat
- Update Ultimate Mastery feat
- Update Carnage Spell metamagic feat
- Update Rent Asunder feat
- Update Wrecking Pick feat
- Update Master Feats List page for above feats' descriptions
- Update Combat Feats page for above feats' descriptions
- Update Epic Feats page for above feats' descriptions
- Update Metamagic Feats page for above feats' descriptions
- Update Exotic Weapon Feats page for above feats' descriptions
- Update Utter Juggernaut fighter tactic
- Update Smasher barbarian rage power
- Update Barbarian Rage Powers page for above rage powers' description
- Update Lasso weapon description
- Update Turn to Stone ability of Great Creature template
- Update Calamity weapon property page
- Update Armor and Shields page -- need to decide what the difference between a steel and wooden shield is (used to be hardness/hp vs. no rust and lighter)
- Update 1-Hand_Melee_Weapons#War_Pick page
Lower Priority Things To Do
- Pre-Made Magic Items List
- Vehicle Combat Rules
- Cromlech character class
- Gambler character class = Witch/Gypsy vibe? (see tengu)
- Build/flesh-out basic rules pages
- Ability Scores page
- How to Combat page
- Sorcerer Bloodlines page
- Cleric Domains page
- Import spells to page
- Redo sample builds for all classes
- Prestige Classes or their replacement (feat trees?)
- Auramancy
- True Dweomers
- Alphabetize the Master Feats List page
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 9 to date) - Characters play-tested:
- prowler
- bard
- brawler
- sorcerer
- rogue (finesse)
- cleric
barbarian (levels 1-4)ranger (levels 5-6)fighter
Character Classes
- Physical Adept class (Fleshcrafter?) - arcane-powered melee, re-tool eidolon-style abilities as self-buffs
MentatWarsageStorm Knight class - intelligence-based melee and thrown weapons user.
- Warden class (Sentinel? Guardian?) Cromlech (stance-based, lots of forced movement, gets tougher the longer they stay in the same square)
- When wardens stance, they create a warded zone around them
- Enemies in the zone are considered marked
- The zone gets bigger every round
- Marked enemies can be pulled as a swift action
- the warded zone starts as a 3x3, but the warden does not have to be in the center of it.
- feats make the warded zone bigger, and higher level wardens have larger zones
- warden pulls can knock things prone, applied staggered, shaken, etc
- wardens can make terrain difficult for enemies only
- get bonuses against prone foes
- Warlock class - arcane-powered pact magic, movement and close attacks
- Fanatic class - divine melee/unarmed, low heals, light armor, no spells. Lay on Hands that does damage; touch attacks.
- Gambler class - uses a deck of fate, with variant of hi/lo.
- draws a card at start of session. Prior to each attack, calls 'high' or 'low' and draws a new card. If card is as called, gets a bonus of some kind on the attack. If the call is wrong, gets a penalty of some kind. May also declare a flat draw to replace the card, for no buff or penalty.
- gets powers which are only usable based on the card currently in play, depending on elements like value, suit, even/odd/face
- class is primarily a controller/buffer/debuffer, but capable of doing damage via some basic "Harmony" (bard) style attack. The interesting part of the class comes from their options based on the hi/lo card draw for the round.
- Toxotes - high damage ranged attacks, trick shots (possibly just create via new rogue talents?)
- warcraft
- fighter
- brawler
- warlord
- spycraft
- rogue
- bard
- prowler
- gambler
- spellcraft
- wizard
- sorcerer
- bard
- reason
- alchemist
- monk
- storm knight
- naturalism
- ranger
- druid
- barbarian
- divinity
- cleric
- paladin
- fanatic
Skills
- Review all knowledge skills
- Create epic rules for skills - better uses for skills at higher level (e.g. crouching tiger, hidden dragon stuff from acrobatics/climb)
New Systems
- Prestige-class replacement system (feat trees?)
- True Dweomers - data compilation begun
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