Rel
Liquid Awesome
I wish you were my DM
That's ok. So do most people.
I wish you were my DM
I liked the part about rituals. I like them because you don't, necessarily, have to be a particular class to use them. Until the existing list gets larger, I've found that old 2E spells work really well. Additionally, they bring back a really cool element that sometimes gives the game flavor: Non-monetary components (verbal, material, somatic etc...). The 2E spells fit very nicely into the level structure of the 4E rituals, and they make for really cool mini-quests.
So, any thoughts? TPK? Too clumsy, perhaps?
EDIT: Realised that I'd forgotten to add any mechanism to reverse this condition other than making skill-checks (such as a ritual). Feel free to come up with something!![]()
MORTAL WOUND Level 5 Disease
"Ooh, that's gonna leave a mark."
Attack: +8 vs. Fortitude, whenever a character fails a Death Saving Throw*
Endurance: improve DC 19, maintain DC 15, worsen DC 14 or lower
The target is cured.
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The initial effet's penalty becomes -1.
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Initial Effect The target takes a -2 penalty to attacks and checks, and loses one half his maximum healing surges until cured.
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The target is weakened.
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The target in dazed.
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The target is stunned.
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Final State The target succumbs to his wounds and dies.
*If a character suffering from a Mortal Wound suffers another Mortal Wound, he automatically moves one step down the disease track.
Sounds pretty cool to me, modulo the x2 cost on healing
I've found that the powers system is pretty good, but I cannot abide the flavor intended for most of the powers. The "godlasers" meme is, in fact, a pretty terrible one.
That said, spiritual warfare that has physical effect on ones foe makes good sense; take care how you describe things and you'll be fine![]()
One thing you might also consider stealing from M&M is the "Haha I totally screwed you over" action point. If you need to fudge the dice on behalf of a foe, trap, or other situation (and against the PCs), reward them with action point for the trouble. This removes some of the guilt when you're trying to keep the main bad guy in a finale alive (for example), and gives the players some motivation to "play along," if necessary. It's one of the single most elegant "narrative control" elements in M&M, and one that I don't think would seriously unbalance 4e in any way.
That's an interesting idea. I'm not entirely against it but I do think it works better in M&M (or 3e) than it would in a 4e D&D game.