Maybe I can use your Mindscapes stuff for the plane of dreams?
Maybe I can use your Mindscapes stuff for the plane of dreams?
Absolutely. :D
For your mage/specialist casters, Robbypants' Witch (http://www.minmaxboards.com/index.php?topic=1511.0) might fit. I think you'll be better off making separate classes with "themes" rather than trying to make one modular class. The beguiler, dread necro, and other such classes give you good examples.
So, the idea I had is this: what if we redo all of it? Make a campaign setting which actually allows for high level and epic play in an awesome context. I love Planescape, and it has the basis for everything I want: powerful entities, dangerous locations, incredible flavor. Let's write it up the way it should be written.-Claim to want powerful entities, dangerous locations, incredible flavor.
This is an ambitious project, and I hope people will help with it. My plan is to use Libertad's Planar Revision Project as a springboard to write up consistent fluff for the high-level denizens of each plane, and construct a true campaign setting.
I don't really see what the Plane Shift tweak really does. Sure, planar travel isn't as easy, but it only makes more distant planes cost more castings. It doesn't really limit things, other than making them take longer.That was basically the idea: to make it slightly more difficult (and hopefully interesting) to travel the planes, especially at the earliest levels where that ability comes online. You could still do "scry and die" tactics against creatures from other planes, but if they are distant, you're going to have to burn through more spell slots to get there. It also makes it possible to have planes which you cannot reach via Plane Shift at all, which is not currently possible without DM fiat.
So, the idea I had is this: what if we redo all of it? Make a campaign setting which actually allows for high level and epic play in an awesome context. I love Planescape, and it has the basis for everything I want: powerful entities, dangerous locations, incredible flavor. Let's write it up the way it should be written.-Claim to want powerful entities, dangerous locations, incredible flavor.
This is an ambitious project, and I hope people will help with it. My plan is to use Libertad's Planar Revision Project as a springboard to write up consistent fluff for the high-level denizens of each plane, and construct a true campaign setting.
-Starts by picking up a revision that focuses mostly in removing powerful entities(mighty ruler of Sigil? What mighty ruler of Sigil?), dangerous locations(giant yugoloth city-mecha? What giant yugoloth city-mecha?) and dulls the flavor all around to "every outsider is actually neutral (do whatever is profitable for me now) except they have slightly diferent skin colors/dress codes and world views".
Does not compute to me. If you want the first count me in. If you want the second then I'll just show myself out.
Spells which break WBL - Magic items will be decoupled from mundane wealth, so no one really cares about these.This is not a trivial matter, mechanically or fluff-wise. Do you have an existing system in mind for this? And flavor explanation?
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- The knowledge skill works as described in the PHB, except when identifying creatures we're going to use the following modifications:
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At the very least Miracle should cost XP to replicate a spell just like Wish does.
As I said, I was going to use the PRP as a springboard. Of course we'll be including the powerful entities, as you pointed out it doesn't make sense otherwise.
Also +1 to how do you intend to "fix" WBL, since that's a can of worms all by itself.Hmm... I think I like where this is going.
The best I've seen so far is that the WBL table values is actually your limit of magic stuff you can use at once. You need to attune to items before using them and that takes time. Consumables count towards your attunement limits even after you've expended them, and you recover slowly from that (so you can take a few potions per day no problem, but try to spam them and you won't be able to use any magic gear for weeks or even months as you recover)
Phaedrus, your Knowledge example is wrong. The DC is 3, not 8 (15 - 7 - 5). So Bob actually knows a bit about the dragon's resistances and subtypes just on rote memory, and has a 15% chance of knowing about Scar personally. Fizban will know that reliably (taking 10), and Yoda should know who was invited to Scar's 21st birthday.Ah crap. I forgot to actually include the -5 for familiarity... Well, I think the system as written is still OK, and definitely an improvement on the current one, which makes no sense. People remember things based on how scary they are, and how common they are. It makes no sense at all for the DC to increase as things get scarier (more hit dice). Farmers definitely know more about wolves than they do about earthworms.
Yeah, 5th level characters shouldn't be using 3rd level wands just yet.True... maybe they should still need to be attuned AND lower your WBL pool when actually consumed...
The problem I see with your version is that it kinda drives players for a toolbox mindset, where you hoard lots of diferent consumables and then pick the one you need at the time for trivial problem solving. You still can't spam them, but versatility on that level is power by itself (always have the right cure/divination/utility/silver bullet at hand). Instead of just a wand of grease, you have dozens of wands of 1st level spells and pull the one you need for the situation.
There are more pieces that I'd like to throw in here for discussion.1) Make Epic versions of them, which require Epic solutions. :P
1) How do we make things like Poison, Curses, and Diseases relevant at high/epic level?
2) How do we make things like Skills relevant at high/epic level?
I wonder whether we should add another category of spells that need fixing to the list: party role replacers. This would include things like Divine Power, Knock, Divine Insight, etc.
Why not use the official fluff as a springboard? The ideas for powerful entities/locations/stuff are there, not anywhere in PRP I can see.The official fluff comes nowhere near the amount of the original Planescape material, and is more of a tacked-on addition than a setting in and of itself, which is what I'm going for. Granted, the PRP stuff is nowhere near complete as well, but we're going to be rewriting stuff anyway.
There are more pieces that I'd like to throw in here for discussion.1)Remove immunities. Replace them with high save bonus against that kind of effect and "don't auto-fail on a natural 1 against this". Some diseases are so virulent they can affect even undeads and constructs.
1) How do we make things like Poison, Curses, and Diseases relevant at high/epic level?
2) How do we make things like Skills relevant at high/epic level?
I wonder whether we should add another category of spells that need fixing to the list: party role replacers. This would include things like Divine Power, Knock, Divine Insight, etc.Kill them with fire and call it a day. It's not like spellcasters don't have a bazillion other spells to play with.
True... maybe they should still need to be attuned AND lower your WBL pool when actually consumed...Agreed.
There are more pieces that I'd like to throw in here for discussion.
1) How do we make things like Poison, Curses, and Diseases relevant at high/epic level?
2) How do we make things like Skills relevant at high/epic level?
I wonder whether we should add another category of spells that need fixing to the list: party role replacers. This would include things like Divine Power, Knock, Divine Insight, etc.
2)What I've been doing so far is making new effects based on your skill ranks. However if you ask me, skills by themselves should not be special. Skills backed up by the right feats/class abilities should be special. A rogue should be awesome at hiding-the rogue should not be awesome just because they get hide as a class skill, since that means everybody else with hide as a class skill suddenly stealths as well as the rogue.
1)Remove immunities. Replace them with high save bonus against that kind of effect and "don't auto-fail on a natural 1 against this". Some diseases are so virulent they can affect even undeads and constructs.I don't really like this... Perhaps change any immunity granted by an effect not based on type to be just a huge bonus and no auto-fail on 1s, but I think type-based immunities make sense. If there is a disease so virulent it can affect undead, then it should be a specific thing (named ghouls-bane or something), not a general rule making all undead potentially vulnerable to all diseases...
It wouldn't really make all undeads vulnerable to everything, since most diseases have fixed DCs and those are pretty low.1)Remove immunities. Replace them with high save bonus against that kind of effect and "don't auto-fail on a natural 1 against this". Some diseases are so virulent they can affect even undeads and constructs.I don't really like this... Perhaps change any immunity granted by an effect not based on type to be just a huge bonus and no auto-fail on 1s, but I think type-based immunities make sense. If there is a disease so virulent it can affect undead, then it should be a specific thing (named ghouls-bane or something), not a general rule making all undead potentially vulnerable to all diseases...
However, this gets into yet another problem I have with the core rules, which may seem somewhat contradictory to what I wrote above, but hear me out...That's why they're evil. They crave fresh flesh/blood, but don't actually need it to survive (as pointed out in Libris Mortis). It just gives them kicks.
The way some types work is just stupid. Why do ghouls and vampires not actually need to feed (all undead do not need to eat)?
Why are vampires immune to crits, and all mind-affecting things (they have minds, and a physiology. they still need their heart)? Likewise, not all constructs are mindless (and hence shouldn't all be immune to all Mind-Affecting), nor should all of them be immune to crits (break a critical gear, or kill its "brain", and it should die). As much as I know Oslecamo hates a lot of Frank and K's stuff, I do have to push for their alternate subtypes for Undead (Dark-minded and Unliving), which remove a lot of the type-based immunities. I'd also like to see subtypes like these used/developed for constructs, plants, and vermin where it makes sense (i.e. intelligent constructs shouldn't be immune to all Mind-Affecting things).I'm against this, because then we notice it we'll have a bazillion diferent subtypes, and then we have to deal with all the effects that care about subtypes, and it's a whole load of paperwork that could've been evaded with just making vampires actual living beings (can you really call yourself an undead when you've been stripped out of pretty much all actual undead traits?) that gain a bunch of standard feats like Iron Will for free if you still insist they totally have a complete phisiology.
I'm against this, because then we notice it we'll have a bazillion diferent subtypes, and then we have to deal with all the effects that care about subtypes, and it's a whole load of paperwork that could've been evaded with just making vampires actual living beingsWe really only need two, I think: versions of Dark-Minded and Unliving that can be applied to anything, and which basically just make them not immune to Mind Affecting, and vulnerable to crits (and maybe tweak a few other things). Making up two subtypes is a lot easier than rewriting every monster that is screwed up because of the type rule blanket immunities that make no sense.
It wouldn't really make all undeads vulnerable to everything, since most diseases have fixed DCs and those are pretty low.It would make them vulnerable to anything they don't pass with a 1 on their saving throw, which is a lot given their sucky Fortitude saves. Any bonus given to compensate for this would have to be quite large, like +15 or something.
That's why they're evil. They crave fresh flesh/blood, but don't actually need it to survive (as pointed out in Libris Mortis). It just gives them kicks.And I hate that. That's not what all the stories about them say. The rules just flat-out contradict all the fiction, which sucks. Those Libris Mortis rules were badly written patch jobs to cover it up. We can do better (at least a bit).
Every monster? Vampire is a single monster. And as demonstrated by Alucard from the Hellsing manga, they've been known to have all the blanket immunities indeed.I'm against this, because then we notice it we'll have a bazillion diferent subtypes, and then we have to deal with all the effects that care about subtypes, and it's a whole load of paperwork that could've been evaded with just making vampires actual living beingsWe really only need two, I think: versions of Dark-Minded and Unliving that can be applied to anything, and which basically just make them not immune to Mind Affecting, and vulnerable to crits (and maybe tweak a few other things). Making up two subtypes is a lot easier than rewriting every monster that is screwed up because of the type rule blanket immunities that make no sense.
It would make them vulnerable to anything they don't pass with a 1 on their saving throw, which is a lot given their sucky Fortitude saves. Any bonus given to compensate for this would have to be quite large, like +15 or something.So be it.
And I hate that. That's not what all the stories about them say. The rules just flat-out contradict all the fiction, which sucks.
Really, what was the last time you heard of a vampire/ghoul starving to death?The vampires in Anne Rice's books do go into a state of torpor if they don't eat, but yes you have a point... I don't remember any of them ever starving to death, in any story... although the threat did seem to exist. They just always managed to find something to eat, what with their being supernatural monsters and all. :P I do think that they are driven insane in some stories if they are deprived of their "food", though.
Every monster? Vampire is a single monster.As far as the Mind-Affecting immunity, that's not just a single monster. There are lots of creatures in D&D which have minds, but which are somehow inexplicably immune to all things that would affect their minds, just due to their type. I do not buy all the justifications for why this is (alien mindset, etc). Is the mind of a once-human lich really more alien than that of a mindflayer? Hell no. And yet the first is somehow immune to all mind-influencing effects, while the latter is perfectly vulnerable to them.
What if immunity granted you, not only a large bonus to saves, but also a flat failure chance (like 50% or something)?I don't think that any creature with a mind should even have a bonus to Mind-Affecting effects, unless it is specifically part of their write-up somehow.
Wouldn't it be easier to add subtypes that grant immunities? That way the name of the subtype could explain where the immunity comes from. Most Oozes should have the type Aberration (amorphous, mindless) or something.I'm against this, because then we notice it we'll have a bazillion diferent subtypes, and then we have to deal with all the effects that care about subtypes, and it's a whole load of paperwork that could've been evaded with just making vampires actual living beingsWe really only need two, I think: versions of Dark-Minded and Unliving that can be applied to anything, and which basically just make them not immune to Mind Affecting, and vulnerable to crits (and maybe tweak a few other things). Making up two subtypes is a lot easier than rewriting every monster that is screwed up because of the type rule blanket immunities that make no sense.
Hmm... You'd have to go and rewrite the creature types (to remove immunities, etc), but yes this could work, and is a better alternative to adding subtypes which remove them.Wouldn't it be easier to add subtypes that grant immunities? That way the name of the subtype could explain where the immunity comes from. Most Oozes should have the type Aberration (amorphous, mindless) or something.I'm against this, because then we notice it we'll have a bazillion diferent subtypes, and then we have to deal with all the effects that care about subtypes, and it's a whole load of paperwork that could've been evaded with just making vampires actual living beingsWe really only need two, I think: versions of Dark-Minded and Unliving that can be applied to anything, and which basically just make them not immune to Mind Affecting, and vulnerable to crits (and maybe tweak a few other things). Making up two subtypes is a lot easier than rewriting every monster that is screwed up because of the type rule blanket immunities that make no sense.
Have them be the tops of mountains/buttes that actually mostly exist in another plane (the Ethereal?). The "floating" parts are just what happens to exist on the Prime. They could even move relative to the Prime if their primary plane moves relative to the Prime, but their motion would be pretty much immutable. Trying to stop one would be as difficult as trying to move a "normal" mountain.
This would let you have "floating" castles and stuff, but not rocks that you could craft into flying suits of armor or use as ships.
The other way to have floating things is to make them superconductors. Then they keep the same height in the magnetic field that they had when they began superconducting. They would dip and rise with fluctuations in the field, and could be moved relatively easily laterally.I heard a catgirl scream somewhere in the distance...
BTW I just saw your edit about too many bonus types. While I agree, I'm afraid of scope creep beyond the monumental task we've already set ourselves...Bah, why? Just make something that overwrites everything that grants a bonus.
I'm having trouble finding the rules for spic spellcasting. I can't seem to find where how refinement works is defined,"Special: You may select this feat multiple times, each time choosing either a new epic spell, or attaining another refinement on a spell you already know."
nor anything about how often you can cast them (the feats read as being at-will, but that doesn't sound right)."Epic spells are cast just as normal spells, subject to the specific details given below; you may cast epic spells any number of times per day."
I'd suggest splitting off the refinement to another feat so it's clearer (one feat to learn the spells, one feat to add refinement to a known spell). It would be like how it is now, but you'd have two different feats instead of the same feat twice doing different things.Done.
So epic spells are at will, then?Indeed.
Also, what about the save DC? There's no generalized formula, although every spell with a save seems to be 10 + 1/2 CL + primary casting score. However, since epic spells aren't tied to class, which primary casting score? Both for multiclass characters, and for characters in classes that use different scores for different spellcasting aspects (such as Favored Soul).Clarified.
Edit: Obscure - Acting Below Notice says "your spellcasting ability score", not "your primary spellcasting ability score".
Refined Spellcasting should say non-apex epic spell.Fixed.
I'm not sure being at will works with all epic spells. Abundant Animus, at the very least, makes you all but unkillable. It also doesn't mesh with how non-epic spells use slots.Hm. I'm not sure how to handle slots, though, and I'd rather stay away from per-day in general... but if we did per-day, you could have one epic slot (usable for any spell you know) for each of the four feats that you take...? I mean, with Abundant Animus, you have to use an immediate action so it's not like you'll be able to cast unlimited of them in a round... also if you use it on yourself you lose your equipment unless you have a lot of refinement on it...
sirp, you've been pimping this project out recently. What's the chances of it getting finished?Well it's farther from being finished than most of my other projects... but I do want to work more on it. I just have many things to work on :) I definitely intend to finish it eventually... especially if I get contributions from other people.