Project - Improving Documentation

Started by Howlando, August 14, 2014, 03:27:14 PM

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Howlando

It's no secret that EFU documentation has always been somewhat lacking. I think it would be useful if each class (and perhaps each PrC) has a basic post describing the custom scripted features as well, any multiclass restrictions, and anything else your average new player might need to know.

If you'd like to try handling a post for any particular class, let this thread be a place for you to do so - needed edits can be made - and then the information moved to the appropriate place.

Most of the classes are fairly straight-forward, but it'd still save me time if someone else were to write 'em up.

For a few classes (like paladin, druid, monk...) some extra content, perhaps drawn from old DM posts in the past, would be useful I think.

For druid - spells are derived from nature and from a tradition of sacred oaths (in the future a specific deity will not be needed, but instead players encouraged to input either a deity or aspect of nature that their character will focus on). So there should be some guidelines for what a Druid can and can't do: i.e. not spending too much time in urban environments, not tolerating the presence of demons/devils/undead/celestials, restricted to certain classes of weapons, etc.

For paladin - it would be useful to explain at some length what an EFU paladin is (PCs who pursue a life of purity in service to the metaphysics of good), explain and justify why questing with evil PCs will always lead to chaos points,  mention that sometime there is no 'right' answer for a paladin, etc.

For monk - I guess I'd say that players should understand monks are spiritual characters that attempt to rigidly adhere to a particular philosophy (perhaps a deity's dogma, perhaps something else altogether) and that some care and consideration should be given to this philosophy and what it is.

Random_White_Guy

Working on condensing.
[11:23 PM] Howlando: Feel free LealWG
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CondorHero

// edit: remove DnD stuff. As you can find these by googling anyway.

Paladin!

This class can be a lot of fun, and frustrating. With the Detect Evil tool, you are constantly being pitted against characters of evil alignments! This isn't necessarily a bad thing. After all, as a holy warrior of a benevolent god it is your duty to protect every one from evil. You are not allow to lend any kind of assistance to evil characters.

A shining example of chivalry, you would lend credibility to any cause you champion. Thus, you can do a lot of good. At the same time, you must be careful. If you throw your support behind a corrupt politician, or an evil warlord, that would cause a lot of harm for the innocent! That is why the paladin's code of honor specifically forbid any association or assistance for anyone who is evil. On a smaller scale, if you go questing with an evil character, you are helping them gain power. Later on those evil guys are gonna use their power (which you help them get by questing with them) to eat babies and it'll be all your fault! So don't help the evil guys (gals).

Some times though, your friends/allies might find it necessary to ally with an evil person against a greater evil! What do you do then? Do you refuse to help your friend because it would mean helping the evil person to preserve of your honor? Or do you violate one of your code in order to protect your friend against this evil person's inevitable betrayal once the Greater Evil is vanquish? It's a tough quandary, one of many that tests the Paladin every day.

QuotePaladins' Code of Conduct.

Paladins are possibly the most demanding class. They not only have to answer to their deity's dogmatic needs, but also uphold their oaths of paladin conduct.

Fealty

Paladins must uphold the teachings of their deity. This does not mean street preaching, but they must live their lives and exhibit themselves in their deities image. They must obey the tenets of their god. They must strive to act in a manner that is in the interest of their god.

For example, a paladin of Lathander who is miserable and hopeless will no longer be a paladin of Lathander. A paladin of Torm who is reluctant to combat evil will no longer be a paladin of Torm, etc.

Courtesy

A paladin must conduct themselves with a modicum of proper behavior. They are expected to be respectful of others. A paladin who routinely spreads slander and speaks ill of others behind their backs could lose powers. A paladin who engages in street brawls could lose their powers.

This does not mean a paladin has to be a nicey nicey patsy, they just must behave with a semblance of dignity. They are the 'elite' representatives of their faith and are expected to act as such.

For example, a paladin of Torm who spreads words around town about how much he hates a local Banite, and spreads tales about his ill behavior without proof, could lose powers.

On the other hand, if the same paladin openly speaks plainly of foul deeds comitted by the Banite, and urges others to be cautious against, or take actions against, the Banite, is fine.

Basically, confrontation is ok, but shit-talking is not. Likewise, a paladin who gets in arguments and fisticuffs with local thugs could lose power, but one who engages in honorable duals or fights to defend themselves is fine.

Honesty

A paladin is expected to be honest in words and deeds. Paladins can not lie under any circumstances. They may choose to not speak at all, as opposed to lying. They also can not practice deceit. Disguising themselves in order to sow discontent among their rivals is dishonest.

A paladin may 'disguise' themselves so as not to be seen immediately for who they are, but they may not use this to their advantage, by pretending to be someone else when confronted, or to perform actions in the guise of another, or an unknown.

For example, a paladin, if captured, and asked by the enemy where to find the undefended leader of the paladin's group, can not lie, but may refuse to answer.

A paladin may wear a large cloak over his head to pass through an unfriendly town unmolested, but they may not wear the cloak in order to hand out notices signed by a false name, or to spread word about their rivals crimes while pretending to be a local thug.

Valor

A paladin is expected to be courageous, both in battle and out. While retreat is, at times, the only sensible option, if a paladin routinely flees prematurely, or flees in a manner that endangers his companions, he could lose his paladinhood. Likewise, a paladin is expected to be brave in representing his faith, and standing up against his enemies out of battle as well.

For example, a paladin who flees a powerful orc once he takes a solid blow, and thus allows the orc to slay his companions, could lose powers. If a paladin finds himself surrounded by powerful orcs, with no hope for victory, he may retreat honorably, but still must take care to see that his retreat does not cause loss of innocent lives.

Likewise, a paladin who becomes meek and timid when confronted by representatives of rival faiths, could lose powers.

Honor

Honor is everything to a paladin, at times almost to a fault. He is expected to be respectful to all, even his enemies. No pissing on their corpses for the paladin. He is also expected to be willing to go all the way to see that his honor is maintained. He will always keep his word once given, or die trying.

For example, if an enemy he has defeated behaved courageously in his own way, a paladin might even adhere to his dying wish, or see a proper burial performed. A paladin will never desecrate the dead.

If a paladin is challenged to a duel by someone of similar ability, he must accept. If, say, a drunken commoner well beneath him challenges him, he may turn away, as this shows greater honor than beating the man.

Some more specific examples things a paladin will and will not do...

- Will not work alongside evil people, in any way. A paladin may meet with them, or have conversations, but nothing that remotely benefits the evil one is allowed, including plotting, questing, giving them gold, etc.

- Will not break his word without giving full effort to uphold it.

- Will not lie or deceive.

- Will not attack, or harm in any way, an innocent.

- Will not torture in any way, for any reason.

- Will not break the law, unless the law is unjust or in conflict with their deity's dogma. Even then, they will strive to see it overturned without breaking it.

- Will never betray a friend, ever.

- Will never take dirty money or items, or otherwise enrich themselves off the misdeeds of others.

- Will not desecrate the dead in any manner.

- Will not attack or kill an unarmed, and/or unaware foe.

- Will not use poisons to defeat an enemy.

- Will obviously not steal, murder, etc.

Mechanical  Changes:
    Paladin can detect evil. Type /c detect evil, or use the player tool.
    Paladins are able to use wands crafted by divine spell-casters.
    Fallen Paladins and Paladins of Dead Deities will have Divine Grace, Aura of Courage, and Divine Health replaced with Luck of Heroes, Fearless, Resist Disease respectively. This is to reflect the loss of divine power. (DM will do this manually)
    There is a hidden level 8 perk for pure class Paladin in the module. It is quite good. No, you may not know what it is, you gotta find it.
    Summon mount has been disabled.

Howlando

These are nice write-ups but they're really too long. The average new player is unlikely to read much more than a couple of paragraphs.

Vlaid

If this project gets some traction and more detailed information provided I'd be glad to integrate it into the compendium I made for a similar purpose.

Here

I did some small custom write ups for some of the stuff (like a TLDR version of examine mark) and the basics of how bard song/cursed song/custom songs work and stack.
[url=https://www.efupw.com/forums/index.php?topic=706473.msg747918#msg747918]The Entirely True Legends of Velan Volandis[/url]

Vlaid

A note here:

The original documentation of familair+animal companions probably needs some updating, or at least the animal companion section of the thread detailing this system:

http://www.efupw.com/forums/showpost.php?p=91745&postcount=1
[url=https://www.efupw.com/forums/index.php?topic=706473.msg747918#msg747918]The Entirely True Legends of Velan Volandis[/url]

Bearic

I like myself some Barbarians.
 
Quote from: BarbarianBarbarian.
 
Foreword:
 
Brutes, savages, wildmen, pirates, thugs, and other lawless or unconventional fighters could easily be considered a Barbarian. While Fighters focus more often upon being soldiers, knights, or other orderly or more sophisticated men-at-arms, the Barbarian often focuses on achieving his ends through self motivated desire that is more often than not, fleeting.
 
Mechanic Representation, Basics:
 
Mechanically, these traits are represented by their increased movement speed, their alignment restrictions, that disallow lawful alignment, rage, lack of feats a fighter would receive or learn during their studies as a disciplined warrior, preference towards lighter armors, and ability to shrug off lesser damage.
 
Social Conduct:
 
Indeed, the Barbarian is keen to represent a man unfettered by social contracts, or at the very least sporadic or uncaring enough to keep himself dragged down by physical or mental worries. In this way, he often is charismatic in that he has high self esteem, a threatening or imposing figure, or simply a voice that demands attention. Socially, however, he can often be awkward, or unintelligent. In fact, Barbarians are as a rule, generally illiterate, and can often be seen as unable to control themselves with substances, their anger, or simply lacking the wisdom or intelligence to always make sound decisions.
 
 
Other Classes, Restrictions and Reactions:
 
In light of the possible redundancy of a Fighter/Barbarian, the two classes shouldn't be multiclassed unless a very good reason is given to DMs.
 
Most other multiclasses are permitted, beyond things already impossible, such as Monk/Barbarian.
 
Magic, to the majority of Barbarians, or at least barbaric barbarians, is strange and unknown. However, Shamans, both clerics and sorcerers, usually have a chief part amongst tribe leaders, and even Barbarians can find themselves paying tithe to clerics to avoid horrible death, or give them the edge in battle, or plunder. The main understanding here, is that unless they have some driven focus connecting to magic, the barbarian is most often ignorant of the more scientific magics like wizardry, and fearful, spiteful, or keen to appease those controlled by Sorcerers and the right clerics.
 
 
Rules:
  • Cannot be of a lawful alignment. Barbarians are unable to progress in levels if their alignment ever becomes lawful.
Class Changes
  • 10% movement speed increase feat disabled if in heavy armor.

Barbarian Damage Reduction, disabled in heavy armor.
Level 5 10% damage reduction
level 7 20% damage reduction
 
Level 8 20% movement speed bonus that's lost with heavy armor.
 
Charisma bonus is applied to strength/con while raging. (Example a fourteen charisma barbarian would get +2 strength and +2 con in addition to the base +4str/+4con. His rage would be +6 str/+6 con.) Negative charisma will also reduce rage bonuses using this same formula.
 
Level 1 rage is capped at +4/+4 (Total)
Level 4 rage is capped at +6/+6
Level 8 rage is capped at +8/+8
Level 10 rage uncapped[/LIST]Perks:
 
As well, Barbarians can choose to select a class perk that better represents where they are from. These range from better representing a man of the northern wilds, a privateer thug, a guardian of the wilds, to things more dark, like demon heritage, or a consumer of flesh.
 
Keep in mind, choosing a perk is permanent.
 
 
A complete list can be found here: Perks