General Changes & Feat Changes: Difference between revisions
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* Interaction NPCs - Recently, some NPCs have been added to the module that spawn occasionally and can be interacted with - with the random possibility of getting something very nice. | * Interaction NPCs - Recently, some NPCs have been added to the module that spawn occasionally and can be interacted with - with the random possibility of getting something very nice. | ||
* Reinforced Gold Chests - In EFU: City of Rings, occasionally you will encounter 'Reinforced Gold Chests'. A minimum combined strength modifier is required to open these chests, requiring more (or stronger) people depending on the size of the chest. | * Reinforced Gold Chests - In EFU: City of Rings, occasionally you will encounter 'Reinforced Gold Chests'. A minimum combined strength modifier is required to open these chests, requiring more (or stronger) people depending on the size of the chest. For example, if you have 5 people with 14 strength each, for a modifier of +2 each, your combined modifier would be +10. This would allow you to open a Reinforced chest with a DC of 10. This is to provide incentive and reward larger parties! | ||
For example, if you have 5 people with 14 strength each, for a modifier of +2 each, your combined modifier would be +10. | |||
== Feat Changes == | == Feat Changes == |
Revision as of 16:59, 27 January 2019
Major EFU Changes
Many changes have been made to EFU: City of Rings that have no home elsewhere in the Wiki. This is where you can find information on those topics.
Mechanical changes
- Bioware Parties have been disabled in EFU. This is for the enjoyment of all players and dm's.
- Characters start at level 2. Level 5 is very easy to reach, level 7 is very achievable to reach for almost any player, level 10 can be reached for very long term characters, levels 11+ are reached only very rarely and by very influential PCs.
- Hours are twenty seven real-life minutes long, instead of two. Turns remain unmodified at one minute. Everything that used to be hour-duration is now 5 minutes, unless otherwise modified.
- Your character may rest only in an inn room (after having paid the innkeeper), out in the wild with a campfire and bedroll or in special free-rest spots. You may rest once every 20 minutes. Class benefits for resting exist for Rangers, Druids, and Barbarians.
- Various spell visual effects have been removed/shortened.
- Ability stat bonuses from multiple items do not stack. Bonuses from items and spells will stack
- Stealth is more effective in some areas (such as dark caves) than it is in brightly lit rooms.
- Caltrops will not stack when dropped on top of each other.
- AC from Bracers will not work if your character is wearing any form of armor beyond clothing.
- There are various damage modes (subdual, sparring, blackout and full damage) all accessible through the crafting menu, player tools, or voice command (/c subdual, /c full damage, /c sparring, /c subdual blackout). Blackout mode sends a PC into a special "unconscious" area, you can then grab their unconscious body and take it with you somewhere. Familiars/Companions/Summons should be on the damage mode of their master. Note that summons switch to FD as they are being unsummoned, this is a bug and an unavoidable one so be careful.
Scripted Changes
- Exploration XP - The first time you go to many areas you will receive XP.
- DM XP - DM XP can be awarded for many feats: Doing interesting 'things', pursue interesting stories, express your creativity, roleplay excellently and entertaining yourself and others. IT's worth noting that DM XP is not a guarentee, but can also be earned if you beat a "spiced" quest. Merely being present for an important event may also earn you some XP. DM XP is either permanent, or normal, depending on the DM's decision.
- Deliveries - We have some pretty basic delivery quests around. Note that the delivery-receiver NPC will be marked by our system as part of the quest system, which may lead to some confusion.
- Exploration Random Areas -We have more than a hundred of these, easily. Basically, throughout the course of the day different transitions spawn in different areas that either a solitary PC or a group can explore. Some are insanely challenging, some are nothing more than an empty room with a huge pile of loot. They're fun, but sometimes very deadly.
- Random Ambients - lots of different little small "things" spawn all around the module also. Strange shrines, or deadly plants... etc.
- Rumors - We have a pretty nice "rumors" system by which we can very easily and dynamically update the rumors that NPCs or placeables mention via our web console. Thus, very often we'll hide lore or plot hints or other things in rumors or placeables. It can be worth speaking with NPCs and reading placeables scattered across the module...
- Rare Spawns - There are a variety of rare random monster spawns that can be quite rewarding to kill. Some are "Hero Spawns" (specially named NPCs), others are just very rare...
- Scavenging - There's a lot of areas that can be "scavenged" - particularly with high search, you might find randomly find nice treasure just laying around or in rubble.
- Merchants - Various merchants with randomly generated stores can spawn occasionally, particularly in some certain areas of the module, but also in outlying areas... including the many areas of EFU. Many of these stores sell mundane, flavorful wares... but you might also find amongst them something worthwhile, something to aid your roleplay, collectibles, keys, a bit of lore, or just something sort of interesting or unique.
- Interaction NPCs - Recently, some NPCs have been added to the module that spawn occasionally and can be interacted with - with the random possibility of getting something very nice.
- Reinforced Gold Chests - In EFU: City of Rings, occasionally you will encounter 'Reinforced Gold Chests'. A minimum combined strength modifier is required to open these chests, requiring more (or stronger) people depending on the size of the chest. For example, if you have 5 people with 14 strength each, for a modifier of +2 each, your combined modifier would be +10. This would allow you to open a Reinforced chest with a DC of 10. This is to provide incentive and reward larger parties!
Feat Changes
- Skill Focus: Heal - Allows you to heal 2 HP per round using herbs (Instead of the standard 1 HP per round).
- Silver Palm - A special bonus for merchants.
- Death Domain shadow avatar will not appear before level four. The avatars have also been modified to be appropriate for each particular deity.
- Thug - Modified to reduce the cooldown on Barbarian Rage by 2 minutes
- Courteous Mageocracy - Modified to be effected by 'Magic Domain' turn undead.
- Turn Undead - See Turn Undead