Primitive Screwhead
First Post
I noticed a thread by Raven Crowking where he is developing a homebrew ruleset, modestly called Raven Crowking's Fantasy Game, and knowing the quality of his work I had to take a peek.
I found two things that I love and want to incorperate in my 4e game, both involve the use of skills in combat. Follow the link above or jump on the ENWorld thread for more details.
I like that these rules encourage the use of skills in the game, basically 'standardized' skill stunts {a rule my players tend to always forget}
Without further ado, here is my first draft of the two rules I want to port over.
Skill Advantage
Action: Move or Minor action*
Requires: Spend an action point. This does not count against your number of APs spent this encounter
Attack: Skill vs DC 15
Hit: Gain a +1 Skill bonus, +1 for every 10 points the DC is exceeded
Based on the action taken, you may apply this bonus to either one attack roll, one damage roll, or to all Defenses. If you apply it to a damage roll, and that damage roll affected multiple targets, the bonus damage from this ability applies to only one of those targets (your choice). If you apply it to a defense, the bonus expires at the start of your next turn.
* Skill uses that are part of a Move, such as Jump, require a Minor Action before the Move action.
Getting the Drop
Action: Move
Opposed Skill check
Success: Make an immediate basic attack against the opponent. You gain +2 to Hit and deal an additional 1D6 die of damage per tier. If you have a feat like 'Lethal Hunter' or its ilk, use D8's.
Failure: You grant the opponent combat advantage until the start of your next turn and the opponent may make an immediate basic attack against you.
Any concerns with these as written, before I try to implement at my table?
I found two things that I love and want to incorperate in my 4e game, both involve the use of skills in combat. Follow the link above or jump on the ENWorld thread for more details.
I like that these rules encourage the use of skills in the game, basically 'standardized' skill stunts {a rule my players tend to always forget}
Without further ado, here is my first draft of the two rules I want to port over.
Skill Advantage
Action: Move or Minor action*
Requires: Spend an action point. This does not count against your number of APs spent this encounter
Attack: Skill vs DC 15
Hit: Gain a +1 Skill bonus, +1 for every 10 points the DC is exceeded
Based on the action taken, you may apply this bonus to either one attack roll, one damage roll, or to all Defenses. If you apply it to a damage roll, and that damage roll affected multiple targets, the bonus damage from this ability applies to only one of those targets (your choice). If you apply it to a defense, the bonus expires at the start of your next turn.
* Skill uses that are part of a Move, such as Jump, require a Minor Action before the Move action.
Getting the Drop
Action: Move
Opposed Skill check
Success: Make an immediate basic attack against the opponent. You gain +2 to Hit and deal an additional 1D6 die of damage per tier. If you have a feat like 'Lethal Hunter' or its ilk, use D8's.
Failure: You grant the opponent combat advantage until the start of your next turn and the opponent may make an immediate basic attack against you.
Any concerns with these as written, before I try to implement at my table?
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