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<blockquote data-quote="Asmor" data-source="post: 4866785" data-attributes="member: 1154"><p>Hope you don't mind, but this has got me thinking... It's a fantastic idea. Here's how I'd do it.</p><p></p><p>First, ditch the square grid. Each person gets a hexagonal grid-- a radius of 2 hexes around a central hex, for a total of 19 hexes which is 5 hexes wide in each of the six major axes.</p><p></p><p>Now the idea I'm going for is that the karma board is a way of taking some of the sting out from rolling poorly. To that end, the numbers will be on the lower range, and the "more important" spaces will be even lower.</p><p></p><p>Each grid starts blank. For the center, roll a d4. For each of the 6 hexes adjacent to center, roll a d8. For the remaining 12 hexes forming the perimeter, roll d12s. Alternatively, to save setup time, put a 1 in the center, the numbers 1 through 6 in the hexes adjacent to the center, and the numbers 1-12 in the hexes on the perimeter. Order the numbers however you see fit.</p><p></p><p>Only your very first attack roll or skill check each turn during combat, skill challenges, or any other time the DM deems appropriate counts. So if you've got an area attack, for example, only the first attack roll counts.</p><p></p><p>If the roll matches a number you've got empty on the grid, you may place a chip on ONE of those matching spaces, your choice as to position. If it does not match any number, or it dos match but all spaces of that number are filled, you don't get to place a chip.</p><p></p><p><strong>Patterns</strong></p><p></p><p>There are several patterns which may be removed from the grid for various effects. Unless otherwise noted, you may remove multiple patterns at once and the effects do stack. Also, all bonuses to attacks and skill checks can be used after you make the appropriate roll.</p><p></p><p>Tiny line (3 hexes in a row on the outside): Gain +1d6 damage per tier on an attack or a +2 bonus on a skill check. May be used after you hit or roll the skill check.</p><p></p><p>Small line (4 hexes in a row NOT going through center): Gain a +1 bonus to attack, or a +3 bonus on a skill check, or make a saving throw against any effect a save could end. May be used after your attack roll or skill check.</p><p></p><p>Big line (5 hexes in a row through center): You may spend a healing surge, or a +2 bonus on an attack roll, or a +4 bonus on a skill check. May be used after your attack roll or skill check.</p><p></p><p>Triangle (3 hexes oriented in a triangle): Gain a minor action, or a +1 bonus on a skill check.</p><p></p><p>Small circle (6 hexes forming a ring-- note that the hex in the middle of the ring doesn't need to be marked and is not removed): Gain a move action, or turn a normal hit into a critical hit, or reroll a skill check with a +2 bonus.</p><p></p><p>Great circle (12 hexes along the perimeter): Gain an action point, or gain hitpoints as if you'd spent an action surge, or reroll a skill check with a +6 bonus.</p></blockquote><p></p>
[QUOTE="Asmor, post: 4866785, member: 1154"] Hope you don't mind, but this has got me thinking... It's a fantastic idea. Here's how I'd do it. First, ditch the square grid. Each person gets a hexagonal grid-- a radius of 2 hexes around a central hex, for a total of 19 hexes which is 5 hexes wide in each of the six major axes. Now the idea I'm going for is that the karma board is a way of taking some of the sting out from rolling poorly. To that end, the numbers will be on the lower range, and the "more important" spaces will be even lower. Each grid starts blank. For the center, roll a d4. For each of the 6 hexes adjacent to center, roll a d8. For the remaining 12 hexes forming the perimeter, roll d12s. Alternatively, to save setup time, put a 1 in the center, the numbers 1 through 6 in the hexes adjacent to the center, and the numbers 1-12 in the hexes on the perimeter. Order the numbers however you see fit. Only your very first attack roll or skill check each turn during combat, skill challenges, or any other time the DM deems appropriate counts. So if you've got an area attack, for example, only the first attack roll counts. If the roll matches a number you've got empty on the grid, you may place a chip on ONE of those matching spaces, your choice as to position. If it does not match any number, or it dos match but all spaces of that number are filled, you don't get to place a chip. [b]Patterns[/b] There are several patterns which may be removed from the grid for various effects. Unless otherwise noted, you may remove multiple patterns at once and the effects do stack. Also, all bonuses to attacks and skill checks can be used after you make the appropriate roll. Tiny line (3 hexes in a row on the outside): Gain +1d6 damage per tier on an attack or a +2 bonus on a skill check. May be used after you hit or roll the skill check. Small line (4 hexes in a row NOT going through center): Gain a +1 bonus to attack, or a +3 bonus on a skill check, or make a saving throw against any effect a save could end. May be used after your attack roll or skill check. Big line (5 hexes in a row through center): You may spend a healing surge, or a +2 bonus on an attack roll, or a +4 bonus on a skill check. May be used after your attack roll or skill check. Triangle (3 hexes oriented in a triangle): Gain a minor action, or a +1 bonus on a skill check. Small circle (6 hexes forming a ring-- note that the hex in the middle of the ring doesn't need to be marked and is not removed): Gain a move action, or turn a normal hit into a critical hit, or reroll a skill check with a +2 bonus. Great circle (12 hexes along the perimeter): Gain an action point, or gain hitpoints as if you'd spent an action surge, or reroll a skill check with a +6 bonus. [/QUOTE]
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