RangerWickett
Legend
Heads up, this will be a long post.
After a year or so of playing 4e, I've gotten a little inspired to take what I like about the system (most of it) and tweak the powers system, which I dislike. I want PCs to have fighting styles from which they can create a variety of attacks, instead of only knowing a handful of very precise, delineated abilities.
So far I only have things figured out for low level, and only for martial attacks. Higher level options, at least for martial attacks, pretty much just consist of combinations of simpler abilities. The key components of this new system are:
Hero Class: A generic class that lets you choose from a selection of options to create a personalized character class.
Fighting Styles: Feats that give you various combat options. For instance, the Assassin style gives you sneak attack. The Clincher style improves your attacks while in a grapple. The Commander style gives you inspiring word. Defender gets you a version of the fighter's marking/combat challenge ability. The Hero class starts with its choice of a few feats, which can be fighting styles, armor proficiencies, or (not yet designed) magical traditions.
Maneuvers: A maneuver is a set of one or more combat options that you perform as a standard action. For instance, if you have the Brute and Clincher fighting styles, you might grab an opponent, headbutt him, then pick him up and throw him at someone else.
Power Rating: Ranging from 1 to 11, your PR determines what options (and how many) you can select for your maneuvers. A typical 1st level warrior has PR 3 for martial options, and thus could construct a maneuver out of a single PR 3 option, or a PR 1 and PR 2, or three PR 1s. A given fighting style might offer several options at different PRs.
For instance, the Basic Combat style (which everyone knows) lets you make a basic attack, or grab, or bull rush as a PR 2, or to make a light attack (1d4 dmg, no Str mod) as a PR 1. The Skirmisher style lets you shift one square as a PR 1 option, or move your speed as a PR 2 option. You could choose a total of PR 6, you could shift 2 squares, grab, then make two light attacks.
More to come. It's a little complicated at first, and I'm trying to figure out how best to explain it.
After a year or so of playing 4e, I've gotten a little inspired to take what I like about the system (most of it) and tweak the powers system, which I dislike. I want PCs to have fighting styles from which they can create a variety of attacks, instead of only knowing a handful of very precise, delineated abilities.
So far I only have things figured out for low level, and only for martial attacks. Higher level options, at least for martial attacks, pretty much just consist of combinations of simpler abilities. The key components of this new system are:
Hero Class: A generic class that lets you choose from a selection of options to create a personalized character class.
Fighting Styles: Feats that give you various combat options. For instance, the Assassin style gives you sneak attack. The Clincher style improves your attacks while in a grapple. The Commander style gives you inspiring word. Defender gets you a version of the fighter's marking/combat challenge ability. The Hero class starts with its choice of a few feats, which can be fighting styles, armor proficiencies, or (not yet designed) magical traditions.
Maneuvers: A maneuver is a set of one or more combat options that you perform as a standard action. For instance, if you have the Brute and Clincher fighting styles, you might grab an opponent, headbutt him, then pick him up and throw him at someone else.
Power Rating: Ranging from 1 to 11, your PR determines what options (and how many) you can select for your maneuvers. A typical 1st level warrior has PR 3 for martial options, and thus could construct a maneuver out of a single PR 3 option, or a PR 1 and PR 2, or three PR 1s. A given fighting style might offer several options at different PRs.
For instance, the Basic Combat style (which everyone knows) lets you make a basic attack, or grab, or bull rush as a PR 2, or to make a light attack (1d4 dmg, no Str mod) as a PR 1. The Skirmisher style lets you shift one square as a PR 1 option, or move your speed as a PR 2 option. You could choose a total of PR 6, you could shift 2 squares, grab, then make two light attacks.
More to come. It's a little complicated at first, and I'm trying to figure out how best to explain it.
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