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Yaarel

He Mage
4e Power Sources

How do you guys feel about the 4e Power Sources table below?

The table develops from discussions that Wrecan and I had years ago.

Essentially, the sources are rows and columns that intersect each other. For example, ‘healing’ spells are both Divine and Primal, locating at the intersection of the two.

The columns describe the THEME of the spell: Elemental (Matter), Primal (Life), Psionic (Mind), plus Universal (Force).

Note:
• Primal (Life) is a special blend of Psionic (Mind) and Elemental (Matter).
• ‘Force’ always means mysterious ‘magical energy’, including telekinetic force and gravity.

The rows describe the PROCESS of magic: Divine (emanation), Arcane (alteration), Shadow (destruction), and Martial (action).

Note:
• Divine here tends to relate to the ‘Fifth Element’, that has been defined variously as ether, space, gravitational force, space-time fabric, consciousness, life energy, and immortality. These tropes interrelate, all being aspects of this transcendent level of ‘being’.
• Martial tropes tend to interrelate as nonmagical study and actions.
• Martial includes Detect Magic. Despite being mostly to fill in a grid, allocating Detect Magic and Arcana to Martial, corresponds to the tradition of Rogue Use Magic Device, and ‘scientific’ Artificer. But also, it is normal for a nonmagical creature to sense something ‘awesome’, ‘strange’, or ‘eerie’, hence detect magic.
• Shadow (destruction) is a distinctive application of Arcane (alteration) and an antithesis of Divine (emanation).

Tropes combine both a theme and a process. This combo systematically identifies EVERY 4e POWER with meaningful precision. To say, ‘Arcane Psionic’ for the Charm trope, or ‘Martial Primal’ for the Athletic skill trope, sketches what these powers are about.

These sources are keywords only, intended to be useful descriptions. A Paladin for example, will tend to have tropes from various combos. Whatever makes sense for a character concept.




4e Sources.png
 
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jayoungr

Legend
Supporter
To make a grappling attack, add d20 to whichever is highest, your Dexterity bonus (for agility and leverage) or your Strength bonus (for physical size and power).

To make a grappling defense, add 10 to whichever is highest, Dexterity or Strength.

However, always use Strength to keep a hold ongoing.

I like this much better!
 

Yaarel

He Mage
My ideal power format looks something like this.

Power Fireball.png



The title line has the power name (in this case the Fireball spell), the purpose, and the character level.

Next line, sources.
Then type of action, and frequency.

Target, including any area and range.
Versus defense ability.
Damage, including average, damage type, and randomized equivalent.
Damage even if missing defense.

Finally, a prose description of the effect of the power.



Many classes (and maybe races) can choose this power: so the format lacks a specific class, specific attack ability, and specific spell components.



[Edit]

The color coding of the title line symbolizes the purpose.

Attack: red
Defense: green
Mobility or Barrier: blue
Detection or Stealth: purple
Assistance (multipurpose, summoning, conjuration, fabrication, pet): gold



[Edit]

The prose description risks baking a specific flavor into the mechanics. Either make the prose as diplomatic and as inclusive as possible. Or else separate the specific flavor into an italicized ‘Flavor Text Box’.
 
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Yaarel

He Mage
The Power Sources table above lists ‘healing’ as Primal and Divine.

However, this refers to actual spontaneous healing following a catastrophic injury when reach zero hit points.

Warlord healing is more like ‘morale’ (Martial Psionic), inspiring others to press on, despite being battered an bruised.

For my tastes, the Warlord is an effective healer − unless the ally reaches zero hit points. So the focus of Warlord healing is while fresh or bloodied, plus ‘vigor’ temporary healing. For zero hit points, the modest Medicine skill with bandages and smelling salts applies.
 

Yaarel

He Mage
I tweaked the power sources grid. Note, ‘Morale’ with ‘Second Wind’, thus by extension Warlord hit-point restoration in the sense of rallying morale.

Morale organizes as nonmagical ‘Martial’ and mental ‘Psionic’.



[edit]

Now that I know how to make a table, I am doing the 4e Power Sources Grid as one to make it easier to tweak. See below.
 
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Yaarel

He Mage
Power Format

Power Name // Purpose Level
Sources, Trope // Action Type • Frequency
Target: target type in range
Versus: ability defense
Effect:
Duration:
Description.
 

Yaarel

He Mage
Here is my first pass at Warlord powers. They are intended to balance with 5e, so compare these powers to 5e spells.

When a class gives the player the choice of a power, the player can choose any power, whether it is at-will, per rest (short or long), or per long rest. (I am tempted to refer to the At-Wills as ‘Fighter cantrips’.)

In 5e, several classes can share the same powers (including the same spells), so in the following powers, class names are absent.



Inspiring Presence // Defense 1
Martial Psionic, Morale // Reaction • Rest
Target: 1 ally in close
Heal: hit points = your level + your Charisma
Your presence boosts the morale of an embattled comrade in your combat unit. One ally in close range who can see or hear you, and who is less than full hit points but not dying, can restore a number of lost hit points up to your level plus your Charisma bonus. Any scrapes and bruises remain but are ignorable
Inspiring Word // Defense 1
Martial Psionic, Morale // Bonus Action • Rest
Target: 1 ally in close
Heal: hit points = hit dice spent by ally
Your timely support inspires a member of your team to find inner strength. One ally in close range, who can see or hear you, who is less that full hit points but not dying, can spend any hit dice remaining to that ally to restore hit points as if completing a short rest. Any scrapes and bruises remain but become ignorable.
Tactical Presence // Attack 1
Martial Psionic, Tactics // Reaction • Rest
Target: 1 ally in close, 1 foe within range of allys attack
Trigger: when ally attacks foe
Attack: expertise to attack = your Intelligence
Your coaching heightens the effectiveness of your combat unit. One ally in close range, who can see or hear you, when making an attack against a hostile of your choice, can add an expertise bonus to one attack roll equal to your Intelligence bonus. Your ally resolves this attack.
Commanders Strike // Attack 1
Martial Psionic, Tactics // Action • Maneuver
Target: 1 ally in far, 1 foe within range of allys attack
Attack: allys weapon or cantrip
Your surveyal of the battle in progress heightens the responsiveness of your combat unit. An ally in far range, who can see or hear you, can make one weapon attack or cantrip attack against a hostile of your choice. Your ally resolves this attack.
 
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Yaarel

He Mage
Power Source Grid

Here is the 4e Power Source Grid as a table, to make it easier to tweak if necessary. When it seems stable enough to handle most of the corner cases, we can move it into the Original Post.



Power
Sources
ELEMENTAL
(matter)
PRIMAL
(life)
PSIONIC
(mind)
UNIVERSAL
(force)
DIVINE
(emanation)

Ether
• Light
• Radiance
Space
• Darkness
• Teleportation
• Extradimensional
Healing
• Life Energy
• Immortality
• Resurrection
• Renewal
• Close Wounds
Consciousness
• Awaken
• Sanity/Enlightenment
Outofbody/Projection
• Scry/Clairvoyance
• Detect Mind
Prescience
• Fate
• Luck
• Ascertain Knowledge
Force
• Force Damage
• Magic Energy
• Telekinesis
• Fly
• Gravity
Planes
Wish
• The Weave
SHADOW
(destruction)
DisintegrationDeath
• Necrotic Damage
• Disease
Undead
Oblivion
Insanity
Antimagic
ARCANE
(alteration)


Air-Water
• Wind
• Weather
• Cold Damage
• Lightning Damage
• Thunder Damage
Earth-Fire
• Fire Damage
• Acid Damage
• Stone/Metal
Shapeshift
Plant
Beast
Humanoid
Ki
• Bodily Aura
• Lifeforce
• Soul
Telepathy
• Psychic Damage
• Domination
Fear
Charm
• Sleep
Phantasm
• Suggestion
• Hallucination
• Dream
• Psionic Invisibility
Force Construct
• Summon
• Conjuration
• Illusion
MARTIAL
(action)













Equipment
• Weapons
• Armor
• Tools
Alchemy
• Proto-Chemistry
• Metalsmithing
• Jewelry
Crafting
• Technical Skill
• Technology
• Replica/Forgery
• Disguise










Athletics
• Move/Speed
• Jump/Climb
• Balance/Fall
• Swim/Wing
• Stamina
Grappling
Sense
• Seeing
• Hearing
• Smell/Taste
Stealth
Sleight of Hand

• pick pocket
• pick lock
• disarm trap
Medicine
• Longevity
• Immune System
• Anatomy
• Therapy
• Poison Damage
Nature
• Animal
• Plant
• Animal Handling
• Tracking
Survival
• Travel
• Navigation
• Sailing
• Foraging

Morale
• Willpower
• Rally
• Second Wind
Persuasion
• Influence
• Convince
• Art/Performance
Intimidation

• Force Surrender
• Rage
• Confuse
• Create Diversion
Empathy
• Cold Reading
• Communicate Emotion
• Intention/Motive
• Streetsmarts
• Mysticism/Conscious
Intuition/Wisdom
• Extrasensory/Hunch
• Symbolism
Tactics
• Teamwork
• Military History
Language
• Discern Gist
• Learn Language
History
• Culture
• Customs
• Religions
• Famous Persons
• Legends
Arcana
• Detect Magic
• Identify Spell
• Extraplanar
 
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