mellored
Legend
Dunno.Oh...interesting making the number of contingencies being based on your Int. Clever way to make INT desirable. Trade them in/out at each level? Do you still get more at higher levels?
It depends on how narrow/borad the contingencies are. Though I see no issue trading them, as you might change your plan if you find a magic bow vs a magic great sword.
Also, yea. 5' default for contingencies.
Shooting an arrow out of the air with another arrow would be cool.
I imagine most will have 3 levels.Conceptually I like that they get more powerful with free hands, but maybe it's enough to make some of them require one or two free hands.
i.e.
When you ally hits with an attack, you can add 1d8+Int their damage.
If you have 1 free hand, add 1d10 damage.
If you have 2 free hands, add 1d12 damage.
That said, i havn't looked up the item interaction rule. So it might need a little finagling.
Right. Avoid OA's should be a thing.Except that without it it means they can't really move around the battlefield, unless they just stay out of combat completely.
Though I also agree that running around completly free might be a bit OP.
So... you can avoid OA's, but at a cost...
You can avoid Int OA's per turn?
Give up some movement?
Give up a reaction?
I think I like avoiding Int OAs's best.
I like that. Works for both for "Let's all charm the king" to ""Everyone push them the oger off a cliff", and "Everyone get ready to land after jumping off the air ship".How about: "When faced with a challenge, whether physical, social, or intellectual, your ability to formulate a plan based on teamwork can help the group succeed. If you use an action to study a problem and communicate a plan, you may designate as many allies as your Int modifier, each of whom gets Advantage on one ability check used in the next minute toward overcoming that challenge. After you use this ability you may not use it again until you have finished a short rest."
Wording is still awkward, but that's the idea.
Though, how about +Int bonus?
All Together!
When faced with a challenge, whether physical, social, or intellectual, your ability to formulate a plan based on teamwork can help the group succeed. As an action, choose a skill and a course of action. For instance, you might say "Let's climb the wall" and choose Althetics. Each creature (including you) who can hear and understand you gains a bonus equal to your Intelligence modifier to their next attempt at performing that action within the next 1 minute. Once you use this ability, you cannot use it again until you take a short rest.
I agree. Leave healing as an optional contingency.(By the way, if I were to put a healing ability in it would be in this slot, but I think making a plan is much more appropriate for the concept.)
I mean, if your playing an evil blood thirsty goliath with polearm master + sentinel (One of my favorite 4e characters), it would be pretty odd that you would suddenly learn to bind a wound.
I agree, but it's better than extra reactions.Oh, that's really interesting. The Action Surge thing is starting to drift into that zone of "magic but not magic" that makes me leery, but given that Action Surges are a precious and limited resource, I think I'm ok with it. At my table, I can always say, "Yeah but Action Surges are actually supernatural, sooo....."
Got another ideas?
One more thought. The default rules already have -10 speed for low Str people wearing heavy armor. So I wouldn't worry about the medium armor speed thing.
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