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Old 9th May 2009, 05:28 PM   #1 (permalink)
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Sleep / Petrification and Transformation Attacks

Sleep of the Sandman, Forced Lullaby, Spirit Repression - pacification damage.
Forked from: House Rules: If I show you mine, will you show me yours?

Quote:
Originally Posted by KarinsDad
The foe is always screwed for Stun, Sleep (unconscious), and Petrified. It's almost the equivalent of Save or Die (not quite, but close enough for me to be a problem).
Quote:
Originally Posted by Garthanos
I have been considering a way to make certain extreme effects including sleep and transformation attacks tied to current hit points.

Sleep:
This is an attack which deals pacification points. If you have fewer hitpoints+temporary hitpoints than pacification points you fall unconcious. Essentially the subject falls unconscious before there hit points reach zero.
Temporary hitpoints reduce pacification damage as normal. If you recieve healing while influenced by pacification you regain 1 hit point and lose 1 pacification point. Effects which induce temporary hitpoints also undo pacification.
I need to simplify that... last part

but Petrification seems easier...

Transformation / Petrification:
These attacks deliver normal real damage incidental slowing effect , and with a condition on the final attack which reduces the target hitpoints to zero (if the last attack puts you below zero raise there hit points to zero) If you are reduced to zero hit points by a petrification attack you cannot be raised from the dead or simply healed you can be affected by transformation rituals and a disenchant ritual to undo the effect.
You are considered living stone/crystal/pillar of salt whatever.

Perhaps the slowing condition could be recurring when you make a bad roll..... as a way to stress you have parts that are freezing up, but that is getting fancy and maybe too complicated.

I suppose other transformation attacks could be visualized using a similar technique.... Like your joints fluctuating and trying to change in to a dears reversed legs on you makes moving difficult.

The idea is with transformation attacks the final condition is a loss of identity complete enough... only a hero with no hit points left or minion should be fully hit by it.
A generic house rules thread inside a house rules forum seems odd anyway. I thought this could be something worth feedback.

Last edited by Garthanos; 11th May 2009 at 04:31 AM..
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Old 10th May 2009, 07:37 AM   #2 (permalink)
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Here is the simplest implementation I can think of Pacification could be a damage type (just like death spells become necrotic) with various riders like slowing, or damage reduction from your enemies next attacks or even stopping a single attack outright or penalizing enemies perception checks... it definitely makes enemies easier targets by reducing there hit points progressing them to where the oncoming attacks are going to be more potentially deadly or are more likely to knock them unconcious.

A pacification attack which reduces your enemy to zero hit points "never kills" but drops them in to a very hard to break sleep Inspiration and healing surges, can break it etc.

We could then have a series of powers which have it, not just a single wizard spell.

Quote:
Forced Lullaby Bard Attack 1
OK I know when I play that quickly it really isn't as effective as the real one my momma did... but considering I'm doing it in just under 12 notes the effect is pretty impressive.

Daily ✦ Implement, Arcane, Sleep
Standard Action Close burst 1
Target: Each enemy in burst you can see
Attack: Charisma vs. Will
Hit: 1d6 + Cha modifier pacification damage, and the target is
dazed and slowed (save ends both).
Miss: Half damage, and the target is slowed until the end of
your next turn.
Quote:
Spirit Supression Shaman Attack 1
"You think because your spirit still inhabits your body I cannot affect it and it will not respond to my power, how nieve."

At-Will ✦ Implement, Primal, Spirit
Standard Action Melee spirit 1
Target: One creature
Attack: Wisdom vs. Will
Hit: 1d8 + Wisdom modifier pacification damage. Until the end of your
next turn subject of this attack deals 1 less damage and attacks at a -1.
Level 21: 2d8 + Wisdom modifier damage.
The original Wizards sleep I am thinking should be atleast a 2d10 effect. but not sure ;-)

Last edited by Garthanos; 10th May 2009 at 08:01 AM..
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Old 10th May 2009, 05:17 PM   #3 (permalink)
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Quote:
The Sandmans Sleep Wizard Attack 1
A sparkling shower of spectral sand brings drowsiness to all in a location, subjects if not outright driven in to the embrace of sleep are pulled closer to and more vulnerable to unconsciousness.

Daily ✦ Implement, Arcane, Sleep
Standard Action Area burst 1 within 10 squares
Target: Each creature in burst
Attack: Int vs. Will
Hit: The target is slowed and grants combat advantage
(save ends both).
Aftereffect: 2d10 + Intelligence modifier pacification damage, and
the target grants combat advantage until the end of your
next turn.
Miss: 1d6 + Intelligence modifier pacification damage, and the
target grants combat advantage until the end of your
next turn.
I suppose I could increase the area of effect and decrease the amount of pacification damage or remove the combat advantage, but that is really a kicker.

Last edited by Garthanos; 11th May 2009 at 04:32 AM..
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Old 11th May 2009, 04:43 AM   #4 (permalink)
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Wave of Peace: Cleric
I have no intention of harming anyone... And I'm sure you don't either, you look
like you could use some rest so please put your weapon down.

At-Will ✦ Divine, Charm, Implement
Standard Action Ranged 10
Target: One creature
Attack: Wisdom vs. Will
Hit: 1d6 + Wisdom modifier pacification damage, and the
target takes a –2 penalty to attack rolls until the end of
your next turn.
Level 21: 2d6 + Wisdom modifier pacification damage.
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