On Puget Sound
First Post
OK, I'm going to take a stab at fleshing out FireLance's idea.
On a (natural) roll of 16+, if that roll would hit your target, you strike a Mighty Blow. On a (natural) roll of 20+, if that roll would hit your target, you instead score a Critical Hit.
A Mighty Blow or Critical Hit lets you choose an effect to add to the normal consequence of your hit. Some choices are available to all characters; other Mighty and Critical options become available based on your race, class or level.
Examples of Mighty Blow:
Push 1 square; you may follow up if you wish.
Knock prone
Blood in eyes: target gets -2 to attack next round.
Extra damage
Disarm; weapon is on the ground.
A different adjacent opponent takes your STR in damage.
Examples of Critical Hit:
Push (1/2 level) squares and knock prone; you may follow up.
Disarm; if you have a free hand, you now have the weapon; otherwise it falls in a square of your choice within 5 squares.
Lots of extra damage
Make another attack against the same or a different target.
And here's an interesting way to use class features with this system:
Rogues are limited to light weapons, but they score a Mighty Blow on a 14+
Fighters can choose two Mighty Blow effects on a roll of 18 or 19.
Wizards who roll a Mighty Blow against one target of a multi-target spell can apply an effect to all targets; it must be the same effect.
On a (natural) roll of 16+, if that roll would hit your target, you strike a Mighty Blow. On a (natural) roll of 20+, if that roll would hit your target, you instead score a Critical Hit.
A Mighty Blow or Critical Hit lets you choose an effect to add to the normal consequence of your hit. Some choices are available to all characters; other Mighty and Critical options become available based on your race, class or level.
Examples of Mighty Blow:
Push 1 square; you may follow up if you wish.
Knock prone
Blood in eyes: target gets -2 to attack next round.
Extra damage
Disarm; weapon is on the ground.
A different adjacent opponent takes your STR in damage.
Examples of Critical Hit:
Push (1/2 level) squares and knock prone; you may follow up.
Disarm; if you have a free hand, you now have the weapon; otherwise it falls in a square of your choice within 5 squares.
Lots of extra damage
Make another attack against the same or a different target.
And here's an interesting way to use class features with this system:
Rogues are limited to light weapons, but they score a Mighty Blow on a 14+
Fighters can choose two Mighty Blow effects on a roll of 18 or 19.
Wizards who roll a Mighty Blow against one target of a multi-target spell can apply an effect to all targets; it must be the same effect.
If you are willing to make some assumptions of what would be a "normal" adventuring day - number of encounters per day, number of rounds per encounter - you could come up with some form of randomization that would allow martial "encounter" and "daily" powers to appear at roughly the same proportion as Vancian or AEDU abilities.
For example, if you are willing to assume that a typical adventuring day would consist of 4 encounters of 5 rounds each, and that an AEDU character would use 4 encounter powers and 1 daily power over those 20 rounds, you could have a "encounter" power level effect trigger whenever the character makes an attack roll and gets a score of 16-19 and a "daily" power level effect trigger whenever he gets a natural 20.
The specific effect could depend on what stance or fighting style the character is using at the time that the "encounter" or "daily" effect is triggered. A stance that increased damage could add +1[W] for an encounter-level effect and +2[W] for a daily level effect (more at higher levels). A stance that distracts an opponent, causing him to grant combat advantage on a hit, might daze him on a 16-19 and stun him on a natural 20.
Of course, if you aren't willing to assume what a typical adventuring day is like, or you see no real need to balance a martial character's potential "encounter" and "daily" power output with an AEDU or Vancian spellcaster, you could just set the numbers however you want and then let everything sort itself out in play.
Another possibility, more complicated but perhaps more tactical, would be the random acquisition of "encounter" and "daily" powers at the start of each encounter (perhaps the character gets one roll per opponent), flavored as spotting exploitable weaknesses in the opponents' fighting styles. Choosing to use a power then becomes flavored as choosing when to exploit that specific weakness. Again, the distribution of encounter and daily powers could, if so desired, be set so that the character gets about the same number of "encounter" and "daily" powers, on average, as a Vancian or AEDU spellcaster.