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General Tabletop Discussion
D&D Older Editions
changing 4e rules so that the game doesn't need miniatures
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<blockquote data-quote="Mustrum_Ridcully" data-source="post: 4595823" data-attributes="member: 710"><p>What you need to do: </p><p>o Create a few new conditions that are interesting to "interact" with. Some basic ideas: </p><p>- Dazzled. A character that is dazzled takes a -2 penalty to attacks. If the character is dazzled and dazed, he is stunned instead. If he is dazzled and knocked prone, he cannot stand up until dazzled is gone. </p><p>- Demoralized. A character that is demoralized takes a -2 penalty to defenses. If the character is bloodied and demoralized, he is weakened.</p><p>If the character is demoralized and marked, he can only make basic attacks and can take no immediate actions or opportunity actions.</p><p>- Distracted. A character that is distracted can take no immediate actions and no opportunity actions. If the character is subject to forced movement (push, pull, slide), the attacker can knock him prone instead.</p><p>If a character is distracted and grants combat advantage, a hit is automatically considered a critical.</p><p>- Stymied. A character that is stymied must reroll all results on a d20 of 15 or higher and take the lower result. (Only require a reroll if the roll would have been a success. This condition does not apply against rerolls granted by other powers.) A character that is stymied and slowed is immobilized instead. A character that is stymied and granting combat advantage grants an additional +2 bonus to attack rolls against him.</p><p></p><p>o Pull, Push, Slide. Remove these conditions or simplify them. A pulled character that is already in melee must spend a number of squares equal to the pull value to leave melee range. A pushed character leaves melee and must spend a number of squares of movement equal to the push value to enter melee range again. A slide can either be a push or pull (sliders choice)</p><p></p><p>o Create new powers that use the new conditions for every class and every level. </p><p></p><p>This, of course, is assuming you want to keep some of the tactical variety that the combat grid allows, without requiring the specifics of it. </p><p>Tactical options are created by characters combining powers with different conditions. Typically by trying to apply 2 interacting conditions - or more - to one opponent. </p><p></p><p>I think that is the only way I'd be willing to give up the grid again in D&D 4 - by creating a different mechanic that still enforces and supports teamwork. </p><p>In my view, minis and combat mats are just another type to note down conditions - conditions that are just to complex to keep in mind without a simple visualization.</p></blockquote><p></p>
[QUOTE="Mustrum_Ridcully, post: 4595823, member: 710"] What you need to do: o Create a few new conditions that are interesting to "interact" with. Some basic ideas: - Dazzled. A character that is dazzled takes a -2 penalty to attacks. If the character is dazzled and dazed, he is stunned instead. If he is dazzled and knocked prone, he cannot stand up until dazzled is gone. - Demoralized. A character that is demoralized takes a -2 penalty to defenses. If the character is bloodied and demoralized, he is weakened. If the character is demoralized and marked, he can only make basic attacks and can take no immediate actions or opportunity actions. - Distracted. A character that is distracted can take no immediate actions and no opportunity actions. If the character is subject to forced movement (push, pull, slide), the attacker can knock him prone instead. If a character is distracted and grants combat advantage, a hit is automatically considered a critical. - Stymied. A character that is stymied must reroll all results on a d20 of 15 or higher and take the lower result. (Only require a reroll if the roll would have been a success. This condition does not apply against rerolls granted by other powers.) A character that is stymied and slowed is immobilized instead. A character that is stymied and granting combat advantage grants an additional +2 bonus to attack rolls against him. o Pull, Push, Slide. Remove these conditions or simplify them. A pulled character that is already in melee must spend a number of squares equal to the pull value to leave melee range. A pushed character leaves melee and must spend a number of squares of movement equal to the push value to enter melee range again. A slide can either be a push or pull (sliders choice) o Create new powers that use the new conditions for every class and every level. This, of course, is assuming you want to keep some of the tactical variety that the combat grid allows, without requiring the specifics of it. Tactical options are created by characters combining powers with different conditions. Typically by trying to apply 2 interacting conditions - or more - to one opponent. I think that is the only way I'd be willing to give up the grid again in D&D 4 - by creating a different mechanic that still enforces and supports teamwork. In my view, minis and combat mats are just another type to note down conditions - conditions that are just to complex to keep in mind without a simple visualization. [/QUOTE]
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changing 4e rules so that the game doesn't need miniatures
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