RigaMortus2
First Post
I was watching the movie Serenity the other day, and near the end of the movie there is a scene where Malcom Reynolds faces off against The Operative. He ends up "stunning" The Operative and dislocating his shoulders, preventing him from retailiating. Then, he goes into monologue (as one would expect
). And I was thinking, you'd never be able to pull something like this off in D&D because the players would always want to take advantage of their stunned opponent and just attack them, screw any monologue!
4E seems to be very focused on combat, with little encouragement or focus on roleplay. Just look at the powers, 95% of them are combat related.
So I had this idea the other day. Have an additional category for Roleplay Powers. Make it seperate so that you don't take anything away from players who want to pick combat-related powers. Here is an example of what I was thinking of.
So the purpose of this roleplay power is basically what I described in the beginning of the post. You put your opponent in a position where they are forced to listen to you. However, you can't take advantage of it for combat purposes, because should you attack the opponent, they become unstunned and get to take their turn first, allowing them to retaliate or a chance to escape.
Anyway, I know the power write up I did isn't perfect and has its flaws. I'm not asking anyone to judge the power I wrote up, but the idea of "Roleplay Powers" in general. The idea behind them, and how they can interact with people in combat.
Edit: Couple things I wanted to point out. Notice this is a "Defender" attack, meaning any Defender class can choose it. Also notice the new keyword I made up "Roleplay". I use this to differentiate this power between all other combat powers. I threw this together on the fly, so I haven't figured all these things out yet, but the potential to add new keywords, rules and conditions and such is there

4E seems to be very focused on combat, with little encouragement or focus on roleplay. Just look at the powers, 95% of them are combat related.
So I had this idea the other day. Have an additional category for Roleplay Powers. Make it seperate so that you don't take anything away from players who want to pick combat-related powers. Here is an example of what I was thinking of.
Stunning Monolgue Defender Attack 1
You get your opponent in a compromising position, giving you time to try and appeal to their senses.
Daily ✦ Roleplay, Weapon
Standard Action Melee weapon
Primary Target: One creature
Attack: Strength vs. Reflex
Hit: Opponent is stunned until the end of the encounter. If any side uses an Attack Power
Effect: You and your allies gain a +4 power bonus to Diplomacy checks when interacting with the stunned target, as long as the target remains stunned.
Special: If you or your allies make an attack while the opponent is stunned, they immediately lose the stunned condition and may take their full turn before your or your allies can react. This may change the initiative order.
So the purpose of this roleplay power is basically what I described in the beginning of the post. You put your opponent in a position where they are forced to listen to you. However, you can't take advantage of it for combat purposes, because should you attack the opponent, they become unstunned and get to take their turn first, allowing them to retaliate or a chance to escape.
Anyway, I know the power write up I did isn't perfect and has its flaws. I'm not asking anyone to judge the power I wrote up, but the idea of "Roleplay Powers" in general. The idea behind them, and how they can interact with people in combat.
Edit: Couple things I wanted to point out. Notice this is a "Defender" attack, meaning any Defender class can choose it. Also notice the new keyword I made up "Roleplay". I use this to differentiate this power between all other combat powers. I threw this together on the fly, so I haven't figured all these things out yet, but the potential to add new keywords, rules and conditions and such is there
