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Help me 4e-ify my 13th Age game
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<blockquote data-quote="ve4grm" data-source="post: 7132306" data-attributes="member: 63492"><p>Here's the ideas I've been tossing around so far.</p><p></p><p></p><p><strong>Tactical Combats</strong></p><p></p><p>In most fights, use 13th Age rules as written. During big or set-piece battles, do the following:</p><ul> <li data-xf-list-type="ul">Give everyone Speed 6.</li> <li data-xf-list-type="ul">Add in Flanking/Combat Advantage.</li> <li data-xf-list-type="ul">Moving around someone (from a threatened square to another threatened square) required a disengage check just as moving away does, or else provokes an OA.</li> <li data-xf-list-type="ul">Give basic cover rules (basically as 4e or 5e, minor defensive bonus, can block line of sight).</li> <li data-xf-list-type="ul"><strong>(EDITED)</strong> Nearby becomes 6 squares. Far away becomes 12 squares. Close Nearby becomes a Blast (originates from you).</li> <li data-xf-list-type="ul">Multi-target spells become "X by X area" where X is the die type. Targets include allies if they're in the area.<ul> <li data-xf-list-type="ul">So Denial's 1d4 nearby enemies in a group becomes a 4x4 area within range 6.</li> <li data-xf-list-type="ul">Color Spray's 1d4 nearby enemies in a group becomes a Blast 4, since it's a Close spell.</li> <li data-xf-list-type="ul">Fireball's reckless cast (2d3 enemies but also allies) becomes a 6x6 area, plus any allies engaged with targets (so no hitting with just the edge of the fireball).</li> <li data-xf-list-type="ul">Other weird spells on a case by case basis.</li> </ul></li> </ul><p></p><p></p><p><strong>Forced Movement</strong></p><p></p><p>When in Tactical mode</p><ul> <li data-xf-list-type="ul">Remove "Pop Free".</li> <li data-xf-list-type="ul">Replace with "Slide X"<ul> <li data-xf-list-type="ul">Slide 2 for at-wills.</li> <li data-xf-list-type="ul">Slide 4 for encounter or recharge powers.</li> <li data-xf-list-type="ul">Slide 6 for daily powers.</li> <li data-xf-list-type="ul">Double distance if it only targets yourself.</li> </ul></li> </ul></blockquote><p></p>
[QUOTE="ve4grm, post: 7132306, member: 63492"] Here's the ideas I've been tossing around so far. [B]Tactical Combats[/B] In most fights, use 13th Age rules as written. During big or set-piece battles, do the following: [LIST] [*]Give everyone Speed 6. [*]Add in Flanking/Combat Advantage. [*]Moving around someone (from a threatened square to another threatened square) required a disengage check just as moving away does, or else provokes an OA. [*]Give basic cover rules (basically as 4e or 5e, minor defensive bonus, can block line of sight). [*][B](EDITED)[/B] Nearby becomes 6 squares. Far away becomes 12 squares. Close Nearby becomes a Blast (originates from you). [*]Multi-target spells become "X by X area" where X is the die type. Targets include allies if they're in the area. [LIST] [*]So Denial's 1d4 nearby enemies in a group becomes a 4x4 area within range 6. [*]Color Spray's 1d4 nearby enemies in a group becomes a Blast 4, since it's a Close spell. [*]Fireball's reckless cast (2d3 enemies but also allies) becomes a 6x6 area, plus any allies engaged with targets (so no hitting with just the edge of the fireball). [*]Other weird spells on a case by case basis. [/LIST] [/LIST] [B]Forced Movement[/B] When in Tactical mode [LIST] [*]Remove "Pop Free". [*]Replace with "Slide X" [LIST] [*]Slide 2 for at-wills. [*]Slide 4 for encounter or recharge powers. [*]Slide 6 for daily powers. [*]Double distance if it only targets yourself. [/LIST] [/LIST] [/QUOTE]
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