LostSoul
Adventurer
This is going to be one of a series about making the details of the game world matter in 4E. First up: martial exploits.
Martial Exploits
Flavour text for Powers is fixed when a Power is selected; it can't be changed at run-time. You can change the flavour text instead of changing Powers or Feats when you level up.
The basic resolution for a character attempting a Martial action looks like this:
1. Player describes action.
2. Player and DM negotiate an "exploitable detail" based on the details action, one for success and one for failure, and/or the player takes advantage of an exploitable detail to trigger another power.
3. Player chooses power based on description of action.
4. Roll.
5. Determine effect based on the outcome of the roll.
Encounter Powers are no longer per encounter (at least some of them); they are "Conditional" Powers. Each Martial Power has a trigger; those triggers are the details established in the fiction.
The power's trigger is based on the flavour text of the chosen power. While it can be negotiated, the DM is the one who decides what the trigger is. You can change the flavour text of the power instead of swapping out the power; this may alter the trigger.
Sample Triggers:
Bell Ringer: When your target leaves his vitals open to the butt of your weapon
Covering Attack: When your target is compelled to give you all his attention
Passing Attack: When your enemies are unable to counterattack in response to your movement
Spinning Sweep: When you are able to spin beneath your enemy's guard and sweep your leg through his
Steel Serpent Strike: When his defense is high or his legs/feet are exposed
For now I'm leaving Daily Exploits alone until I playtest this system.
Here's how I imagine it working:
[sblock][DM sets scene]
DM: The hobgoblin approaches you with his flail in hand, slightly behind him, relying on his shield for protection.
[Player describes action]
PC: I move in quickly with my sword held in two hands above my head and start chopping down at him, forcing him to bring his shield up.
[Negotiation]
DM: On a hit, he'll have his shield up; on a miss, he'll knock your sword to the side with his shield, leaving your right side vulnerable to a quick counterattack. Sound good? Okay.
[Player chooses power based on description of action]
PC: I'm using Brash Strike. Hack hack hack!
<rolls, hits>
[Determine effect]
DM: He puts his shield up to protect his head and you bash away at it. The force of your blows jars his arms and shoulders and winds him.
[DM goes; monsters have limited tactics]
DM: Now it's his turn. As you bash away at his shield he swings his flail at your shoulder. Normally he'd try to hit you in the leg to slow you down but he's not in the right position. Anyways...
<rolls, hits>
[Player describes action]
PC: I can take it. Now that his guard is up I spin beneath it with a Luke Skywalker patented spin-o-rama, slashing at his gut and sweeping my leg through his.
[Negotiation]
PC: I'm using Spinning Sweep.
DM: Go for it.
etc.[/sblock]
It should be noted that I'm not very concerned with balance and I want to rely on the judgement of the DM as much as possible.
Martial Exploits
Flavour text for Powers is fixed when a Power is selected; it can't be changed at run-time. You can change the flavour text instead of changing Powers or Feats when you level up.
The basic resolution for a character attempting a Martial action looks like this:
1. Player describes action.
2. Player and DM negotiate an "exploitable detail" based on the details action, one for success and one for failure, and/or the player takes advantage of an exploitable detail to trigger another power.
3. Player chooses power based on description of action.
4. Roll.
5. Determine effect based on the outcome of the roll.
Encounter Powers are no longer per encounter (at least some of them); they are "Conditional" Powers. Each Martial Power has a trigger; those triggers are the details established in the fiction.
The power's trigger is based on the flavour text of the chosen power. While it can be negotiated, the DM is the one who decides what the trigger is. You can change the flavour text of the power instead of swapping out the power; this may alter the trigger.
Sample Triggers:
Bell Ringer: When your target leaves his vitals open to the butt of your weapon
Covering Attack: When your target is compelled to give you all his attention
Passing Attack: When your enemies are unable to counterattack in response to your movement
Spinning Sweep: When you are able to spin beneath your enemy's guard and sweep your leg through his
Steel Serpent Strike: When his defense is high or his legs/feet are exposed
For now I'm leaving Daily Exploits alone until I playtest this system.
Here's how I imagine it working:
[sblock][DM sets scene]
DM: The hobgoblin approaches you with his flail in hand, slightly behind him, relying on his shield for protection.
[Player describes action]
PC: I move in quickly with my sword held in two hands above my head and start chopping down at him, forcing him to bring his shield up.
[Negotiation]
DM: On a hit, he'll have his shield up; on a miss, he'll knock your sword to the side with his shield, leaving your right side vulnerable to a quick counterattack. Sound good? Okay.
[Player chooses power based on description of action]
PC: I'm using Brash Strike. Hack hack hack!
<rolls, hits>
[Determine effect]
DM: He puts his shield up to protect his head and you bash away at it. The force of your blows jars his arms and shoulders and winds him.
[DM goes; monsters have limited tactics]
DM: Now it's his turn. As you bash away at his shield he swings his flail at your shoulder. Normally he'd try to hit you in the leg to slow you down but he's not in the right position. Anyways...
<rolls, hits>
[Player describes action]
PC: I can take it. Now that his guard is up I spin beneath it with a Luke Skywalker patented spin-o-rama, slashing at his gut and sweeping my leg through his.
[Negotiation]
PC: I'm using Spinning Sweep.
DM: Go for it.
etc.[/sblock]
It should be noted that I'm not very concerned with balance and I want to rely on the judgement of the DM as much as possible.