• The VOIDRUNNER'S CODEX is LIVE! Explore new worlds, fight oppressive empires, fend off fearsome aliens, and wield deadly psionics with this comprehensive boxed set expansion for 5E and A5E!

The "Normal" Power Source

andarilhor

First Post
Mort_Q said:
You need to add all the Skill Encounter Powers to the list!


e.g.

Bluff (Gain Combat Advantage)
Encounter ♦ Skill (Bluff)
Standard Action
Target:
One enemy that can see you
Attack: Bluff vs Insight
Hit: Gain combat advantage against the enemy until the end of your next turn.

As I said, everything can be a card, will be a card. But, skills has too much uses to be made as power cards. Same way, some racial and class features will be made in power card format, but not everything.

Some others power cards from this thought:

Combat Challenge
Combat Challenge Attack (made in 2 cards to make it easier to use)
Hunter´s Quarry
Sneak Attack
Shadow Walk
Warlock´s Curse
Misty Step
Dark One´s Blessing
Fate of the Void
Orb of Imposition
Staff of Defense
Wand of Accuracy
 

log in or register to remove this ad

andarilhor

First Post
jmucchiello said:
This would make an excellent pdf of power cards. I know I plan to do it myself. (Typing it up will help me remember the rules :))

Same thing here! It is helping me to familirize with the rules and will help my players as they all are teenagers cardgamers. :)(my nephew and his friends).

But, I am making then in excel, instead of pdf.
 

jimmifett

Banned
Banned
andarilhor said:
jimmifett said:
Basic Attack
At-Will♦Normal, Weapon
Standard Action Melee or Ranged
weapon
Target: one creature
Attack: Str vs AC (melee) or Dex vs AC (ranged)
Hit: 1W + Str mod (melee) or 1W + Dex mod (ranged)
Special: Weapons with the Heavy Thrown keyword use Str vs AC for Attack (ranged) and 1W + Str mod Damage (ranged). Weapons with the Versatile keyword gain +1 damage when wielded with 2 hands. Weapons with the High Crit keyword deal maximum damage plus an extra 1W damage. This increases to 2W at 11, and 3W at 21.
Those are exceptions... same way light blade weapons use dex to attack and damage in melee.

I added them in to make it easier for my players that sometimes use those options.

Additionally, in 4e, unless stated otherwise in a power, as per page PHB 216 sidebar, a Basic Melee Attack always uses Strength Mod. Weapons in the Light Blade weapon group do not use dex unless a power overrides.
 

andarilhor

First Post
jimmifett said:
I added them in to make it easier for my players that sometimes use those options.

Additionally, in 4e, unless stated otherwise in a power, as per page PHB 216 sidebar, a Basic Melee Attack always uses Strength Mod. Weapons in the Light Blade weapon group do not use dex unless a power overrides.

Error of mine... but, it´s a good houserule, isn´t? :)
 

djdaidouji

First Post
I like this idea, but having an extra 9 power cards seems like it would get a bit problematic and space consuming. What I would suggest is shorthanding anything that can be short handed, and put 3 or 4 of them on one card each, with the titles "Normal Attacks" or "Normal Movement" kind of thing. That way, players get all of the stats, and the table doesn't have another 45 cards on it.
Another idea would be to print out a sheet of these cards, and tape it to the back of your DM Screen. If the furthest players can't see the text, they would at least be able to see the headers, so they could ask a closer person "What happens when you run again?"
 

jimmifett

Banned
Banned
andarilhor said:
Error of mine... but, it´s a good houserule, isn´t? :)

It can be, however, I find the rogue class, whose powers make the most use of the Light Weapon group, already have this built into it's power as an override.

Regardless, these were an excellent idea for power cards. :D
 


andarilhor

First Post
Olgar Shiverstone said:
Don't forget Opportunity Attacks and Coup de Grace!

I choosed to not make the following actions in power card format:

- Action Points Use
Use a counter instead.

- Coup de Grace
Too situational.

- Crawl
- Stand Up
Included this rules in the "prone" condition card.

- Delay
- Ready an Action
Over Complicated to became a card.

- Escape
Included this rules in the "grab" power card.

- Opportunity Attack
Still thinking about, but is too specific.

- Squeeze
Included this rules in the "walk" power card.

- Total Defense
No necessity to became a card.
 

andarilhor

First Post
jimmifett said:
It can be, however, I find the rogue class, whose powers make the most use of the Light Weapon group, already have this built into it's power as an override.

Regardless, these were an excellent idea for power cards. :D

Thanks!

But this simple houserule gives the rogue (and other Dex based characteres) the possibility to make a basic attack based in Dex, including a OA.
 

andarilhor

First Post
Some Class Features Power Cards:

Combat Challenge / Fighter Class Feature
At-Will ♦ Martial
Free Action
Trigger:
You attack a enemy.
Target: The attacked enemy.
Effect: The target is marked until the end of your next turn. A creature can be subjecto to only one mark at a time. A new mark supersedes a mark that was already in place.

Combat Challenge Attack / Fighter Class Feature
At-Will ♦ Martial, Weapon
Immediate Interrupt - Melee
weapon
Trigger: A adjascent enemy marked by you shifts or makes an attack that does not includes you.
Target: The adjascent enemy marked by you.
Effect: Make a melee basic attack.

Hunter´s Quarry / Ranger Class Feature
At-Will ♦ Martial, Weapon
Minor Action (Special) - Line of Sight
Target:
Your nearest enemy.
Effect: Once by turn, you choose one of your attacks against the target to do +1d6 damage.
Increases the damage to +2d6 in the 11th level and +3d6 in the 21th level.
The effect lasts until the end of the encounter, until the target is defeated or until you use this power against other target.
Special: You can only use this power once by turn.

Sneak Attack / Rogue Class Feature
At-Will ♦ Martial, Weapon
No Action - Melee or Ranged
weapon
Requirement: You must be wielding a crossbow, a light blade, or a sling.
Target: One creature which you have combat advantage against.
Effect: One of your attacks against this creature this turn deals +1d6 damage.
Increases the damage to +2d6 in the 11th level and +3d6 in the 21th level.

Shadow Walk / Warlock Class Feature
At-Will ♦ Arcane
Free Action - Personal
Trigger:
you move at least 3■s away from where your started your turn.
Effect: You gain concealment until the end of your next turn.

Warlock´s Curse / Warlock Class Feature
At-Will ♦ Arcane
Minor Action - Line of Sight
Target:
Your nearest enemy.
Effect: Once by turn, you choose one of your attacks against the target to do +1d6 damage.
Increases the damage to +2d6 in the 11th level and +3d6 in the 21th level.
The effect lasts until the end of the encounter, until the target is drops to 0 hit points or fewer.
Special: You can only use this power once by turn.

Misty Step / Warlock (Fey) Class Feature
At-Will ♦ Arcane, Teleport
Free Action - Personal
Trigger:
An enemy under your Warlock´s Curse is reduced to 0 hps or fewer.
Effect: you teleport 3■s

Dark One´s Blessing / Warlock (Infernal) Class Feature
At-Will ♦ Arcane, Healing
No Action - Personal
Trigger:
An enemy under your Warlock´s Curse is reduced to 0 hps or fewer.
Effect: you gain a number of temporary hit points equal to your level.

Fate of the Void / Warlock (Star) Class Feature
At-Will ♦ Arcane
No Action - Personal
Trigger:
an enemy under your Warlock´s Curse is reduced to 0 hps or fewer.
Effect: You gain +1 to any single d20 roll you make during your next turn. If you don´t use this bonus by the end of your next turn, it is lost. The bonus is cumulative.

Orb of Imposition I / Wizard Class Feature
Encounter ♦ Arcane
Free Action - Line of Sight
Requirement:
Must be wielding a orb.
Target: One wizard spell you have cast with duration (saves ends).
Effect: That creature takes a penalty in that saving throw equal to your Wis modifier.
Special: You can use only one "Orb of Imposition" power per encounter.

Orb of Imposition II / Wizard Class Feature
Encounter ♦ Arcane
Free Action - Line of Sight
Requirement:
Must be wielding a orb.
Target: One wizard spell effect which duration is the end of current turn.
Effect: The effect lasts until the end of your next turn.
Special: You can use only one "Orb of Imposition" power per encounter.

Staff of Defense / Wizard Class Feature
Encounter ♦ Arcane
Immediate Interrupt - Personal
Requirement:
Must be wielding a staff.
Effect: You gain a bonus to defense equal your Con modifier.

Wand of Accuracy / Wizard Class Feature
Encounter ♦ Arcane
Free Action
Requirement:
Must be wielding a wand.
Effect: gain a bonus to a single attack roll equal to your Dex modifier.
 
Last edited:

Voidrunner's Codex

Remove ads

Top