Quote:
Originally Posted by Lord Tirian - After each encounter, you can either gain an action point or a healing surge. You cannot choose the same twice in a row. (Replaces current action point per milestone rule, mainly to prolong the adventuring day)
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Aside from the "did I get an action point or a healing surge last time?" questions that might come, I see no trouble here - but I was willing to rename both action points, healing surges, magic item powers, etc to Fate points or something anyway, so I think I'm biased...
Quote:
Originally Posted by Lord Tirian - On the first natural 20 rolled in your turn, you regain a random encounter power you have used. (To break up the at-will slugs - it's more pronounced in smaller groups, as you notice that everyone slugs'em)
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I like it! As this
might happen only once per encounter, I think it's a minor tweak that
might not be noticed - but when it does happen, it will be a blast!
Quote:
Originally Posted by Lord Tirian - If a push/pull/slide effect would move a creature into an occupied square, it falls prone instead. (To make forced movement effects more interesting in cramped quarters)
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Love it! Do both creatures fall prone? You just reminded me of playing with Jean Grey in X-men legends: using telekinesis to grab an enemy and hurl it into another was really fun!

I don't know if there's already a rule for this (and not every forced movement effect means hurling), but perhaps a fortitude attack to knock the "secondary target" - the unsuspecting victim - based on size of the "primary target" - the one being tossed - and how many squares of forced movement are left (if you can push 5, but move only 1, you'd have 4 more squares of "force"), say +1 per square. Heck, I'll be more fun to slide the furniture instead of the goblins
