Talk:Epic Path: Difference between revisions
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General comment - not sure if we really want to create new enchant types for class-specific features. My fear is it will force us to rebalance monsters. | General comment - not sure if we really want to create new enchant types for class-specific features. My fear is it will force us to rebalance monsters. | ||
== Character Classes == | |||
* Re-balance Epic Class Damage - '''Done!''' | |||
:* Adjust monster stat comparison (epic) as needed - '''Done!''' | |||
* Re-balance Epic class defenses - '''Done!''' | |||
* move alchemist discoveries - '''Done!''' | |||
* move barbarian rage powers - '''Done!''' | |||
* move rogue talents - '''Done!''' | |||
* move fighter tactics - '''Done!''' | |||
* re-work Bards: | |||
**Add 1 square of forced move to Harmony | |||
**Maybe re-look Bard feats? Prolly not needed.... | |||
**Add 'Jarring Performance', a sonic-based non-mind affecting attack that gets a second attack at 8th and a third attack at 15th. Does NOT get forced move. | |||
**Like Rogues, Bards must choose to be 'Harmonious' or 'Jarring' at first level. Once chosen, you don't get to go back. | |||
**Look at stacking Bard songs in Epic levels (yikes!) | |||
* Re-tinker the '''Barbarian''' Class to all-superstition theme - '''Not Going To Happen''' | |||
* '''Physical Adept''' class - 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. | |||
* '''Warden''' class (Sentinel? Guardian?) (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 |
Revision as of 21:19, 19 March 2015
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
- The Golden Portal campaign (level 6 to date) - Characters play-tested:
- prowler
- bard
- brawler
- sorcerer
- rogue (finesse)
- cleric
- barbarian (levels 1-4)
- ranger (levels 5-6)
- fighter (levels 6+)
Equipment
- rebalance and redesign a standard weapons list - Done!
- rebalance and redesign a standard armors and shields list - Done!
- add shields, add weapon categories - Done!
- balance pass on thrown weapons - Done!
- normalize non-proficiency penalties
as a comment, the non-proficiency penalties really need a home, and we have a distinct lack of rules pages, to date.
Magic Items
- Clean up and integrate magic item creation rules - Done!
See Skills below for more info
- create new magic items attuned to the new class features (e.g. a shield which grants +1 to combat edge)
- create rules for creating magic items which grant bonuses to the new class features (quarry, encroachment, combat edge, etc.)
General comment - not sure if we really want to create new enchant types for class-specific features. My fear is it will force us to rebalance monsters.
Character Classes
- Re-balance Epic Class Damage - Done!
- Adjust monster stat comparison (epic) as needed - Done!
- Re-balance Epic class defenses - Done!
- move alchemist discoveries - Done!
- move barbarian rage powers - Done!
- move rogue talents - Done!
- move fighter tactics - Done!
- re-work Bards:
- Add 1 square of forced move to Harmony
- Maybe re-look Bard feats? Prolly not needed....
- Add 'Jarring Performance', a sonic-based non-mind affecting attack that gets a second attack at 8th and a third attack at 15th. Does NOT get forced move.
- Like Rogues, Bards must choose to be 'Harmonious' or 'Jarring' at first level. Once chosen, you don't get to go back.
- Look at stacking Bard songs in Epic levels (yikes!)
- Re-tinker the Barbarian Class to all-superstition theme - Not Going To Happen
- Physical Adept class - 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?) (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