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3.5e to 4e conversions
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<blockquote data-quote="Upper_Krust" data-source="post: 6072037" data-attributes="member: 326"><p>Hey Fieari mate, don't know how I missed this post. Sorry about that. I had to work the 4th, 5th, 8th and 9th this past week but I almost always check the forums every day. Anyway...onto your idea.</p><p></p><p></p><p></p><p>Okay, some stuff I like, some I don't.</p><p></p><p>1. Not sure about the idea of mitigating the mass with magic. Wouldn't it just be easier to increase mass with magic on command rather than lower it? While I know anti-magic isn't prevailant in 4E, it seems that anyone in such a situation is losing the use of their weapon.</p><p></p><p>2. I like the idea of the blast radius being equal to the healing surges spent, but I am not so sure about the use of healing surges overall.</p><p></p><p>Solution</p><p></p><p>I think the solution lies within my Revised Fighter pdf. In that document, you could use the multiple attacks option at -2 per additional attacks (applied to all attacks that standard action).</p><p></p><p>With Orichalcum weapons all we need to do is apply a damage multiplier based (x2, x3, x4, x5, x6, x7, x8) on the original Orichalcum percentages with a -2 attack penalty for each increase in multiplier.</p><p></p><p>e.g. 0.19% Orichalcum weapons would have a x5 multiplier but have a -8 attack penalty.</p><p></p><p>On a miss you could say that...</p><p></p><p>EITHER (Downward Swing)</p><p></p><p>...the shockwave hits the ground and radiates 1 square for each point of multiplier. THIS is when the wielder loses a healing surge (since the weapon hits the ground).</p><p></p><p>The big problem here is weapon damage on the shockwave. With the area increasing I think it should only be equal to the normal weapon damage (before orichalcum multipliers).</p><p></p><p>OR (Any other swing)</p><p></p><p>...the wielder is dazed until the end of their next turn.</p><p></p><p>So maybe </p><p></p><p>STR 21 = 0.0004%, x2 Dmg, -2 Penalty to hit, 2 sq radius burst wave on (downward swing) miss</p><p>STR 24 = 0.003%, x3 Dmg, -4 Penalty to hit, 3 sq radius burst wave</p><p>STR 27 = 0.024%, x4 Dmg, -6 Penalty to hit, 4 sq radius burst wave</p><p>STR 30 = 0.19%, x5 Dmg, -8 Penalty to hit, 5 sq radius burst wave</p><p>STR 33 = 1.5%, x6 Dmg, -10 Penalty to hit, 6 sq radius burst wave</p><p>STR 36 = 12.5%, x7 Dmg, -12 Penalty to hit, 7 sq radius burst wave</p><p>STR 39 = 100%, x8 Dmg, -14 Penalty to hit, 8 sq radius burst wave</p><p></p><p>What do you think?</p><p></p><p><strong>I may flesh this out a bit more and use it as an article on my website over the weekend.</strong></p><p><strong></strong></p><p>...actually, just thinking about it I believe we might be able to get away with the original damage modifiers as follows:</p><p></p><p>STR 21 = 0.0004%, x1.5 Dmg, -1 Penalty to hit, 1 sq radius burst wave on (downward swing) miss</p><p>STR 24 = 0.003%, x2 Dmg, -2 Penalty to hit, 2 sq radius burst wave</p><p>STR 27 = 0.024%, x3 Dmg, -4 Penalty to hit, 3 sq radius burst wave</p><p>STR 30 = 0.19%, x4 Dmg, -6 Penalty to hit, 4 sq radius burst wave</p><p>STR 33 = 1.5%, x6 Dmg, -10 Penalty to hit, 6 sq radius burst wave</p><p>STR 36 = 12.5%, x8 Dmg, -14 Penalty to hit, 8 sq radius burst wave</p><p>STR 39 = 100%, x12 Dmg, -22 Penalty to hit, 12 sq radius burst wave</p><p></p><p>Also instead of directly attacking the opponent, the wielder might want to try a Close Blast attack by deliberately striking the ground.</p></blockquote><p></p>
[QUOTE="Upper_Krust, post: 6072037, member: 326"] Hey Fieari mate, don't know how I missed this post. Sorry about that. I had to work the 4th, 5th, 8th and 9th this past week but I almost always check the forums every day. Anyway...onto your idea. Okay, some stuff I like, some I don't. 1. Not sure about the idea of mitigating the mass with magic. Wouldn't it just be easier to increase mass with magic on command rather than lower it? While I know anti-magic isn't prevailant in 4E, it seems that anyone in such a situation is losing the use of their weapon. 2. I like the idea of the blast radius being equal to the healing surges spent, but I am not so sure about the use of healing surges overall. Solution I think the solution lies within my Revised Fighter pdf. In that document, you could use the multiple attacks option at -2 per additional attacks (applied to all attacks that standard action). With Orichalcum weapons all we need to do is apply a damage multiplier based (x2, x3, x4, x5, x6, x7, x8) on the original Orichalcum percentages with a -2 attack penalty for each increase in multiplier. e.g. 0.19% Orichalcum weapons would have a x5 multiplier but have a -8 attack penalty. On a miss you could say that... EITHER (Downward Swing) ...the shockwave hits the ground and radiates 1 square for each point of multiplier. THIS is when the wielder loses a healing surge (since the weapon hits the ground). The big problem here is weapon damage on the shockwave. With the area increasing I think it should only be equal to the normal weapon damage (before orichalcum multipliers). OR (Any other swing) ...the wielder is dazed until the end of their next turn. So maybe STR 21 = 0.0004%, x2 Dmg, -2 Penalty to hit, 2 sq radius burst wave on (downward swing) miss STR 24 = 0.003%, x3 Dmg, -4 Penalty to hit, 3 sq radius burst wave STR 27 = 0.024%, x4 Dmg, -6 Penalty to hit, 4 sq radius burst wave STR 30 = 0.19%, x5 Dmg, -8 Penalty to hit, 5 sq radius burst wave STR 33 = 1.5%, x6 Dmg, -10 Penalty to hit, 6 sq radius burst wave STR 36 = 12.5%, x7 Dmg, -12 Penalty to hit, 7 sq radius burst wave STR 39 = 100%, x8 Dmg, -14 Penalty to hit, 8 sq radius burst wave What do you think? [B]I may flesh this out a bit more and use it as an article on my website over the weekend. [/B] ...actually, just thinking about it I believe we might be able to get away with the original damage modifiers as follows: STR 21 = 0.0004%, x1.5 Dmg, -1 Penalty to hit, 1 sq radius burst wave on (downward swing) miss STR 24 = 0.003%, x2 Dmg, -2 Penalty to hit, 2 sq radius burst wave STR 27 = 0.024%, x3 Dmg, -4 Penalty to hit, 3 sq radius burst wave STR 30 = 0.19%, x4 Dmg, -6 Penalty to hit, 4 sq radius burst wave STR 33 = 1.5%, x6 Dmg, -10 Penalty to hit, 6 sq radius burst wave STR 36 = 12.5%, x8 Dmg, -14 Penalty to hit, 8 sq radius burst wave STR 39 = 100%, x12 Dmg, -22 Penalty to hit, 12 sq radius burst wave Also instead of directly attacking the opponent, the wielder might want to try a Close Blast attack by deliberately striking the ground. [/QUOTE]
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