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4E combat and powers: How to keep the baby and not the bathwater?
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<blockquote data-quote="Someone" data-source="post: 5855277" data-attributes="member: 5656"><p>Agreed, though the bonuses granted by wizards and clerics don't need to be that big, it's a system for a completely new game, not a house rule to tackle on an existing ruleset.</p><p></p><p>I was thinking on something like this, speaking in 4e terms:</p><p></p><p>Common tactics:</p><p></p><p>You can choose to add one of these results to your basic attack at a -5 penalty to hit:</p><ul> <li data-xf-list-type="ul">Deal [W] extra damage<br /> </li> <li data-xf-list-type="ul">Choose to deal extra damage equal to your offhand weapon OR gain a +1 shield bonus to AC<br /> </li> <li data-xf-list-type="ul">Deal only ability damage and drop the enemy prone<br /> </li> <li data-xf-list-type="ul">Push the enemy 1 square<br /> </li> <li data-xf-list-type="ul">Pull the enemy 1 square<br /> </li> <li data-xf-list-type="ul">Slide the enemy 1 square to one square adjacent to you (melee only)<br /> </li> <li data-xf-list-type="ul">Automatically hit for ability damage (Wizard only)<br /> </li> <li data-xf-list-type="ul">Slow the enemy for 1 round<br /> </li> <li data-xf-list-type="ul">Turn the attack into a close blast 3 (melee only)<br /> </li> <li data-xf-list-type="ul">Turn the attack into a close burst 1 (melee only)<br /> </li> <li data-xf-list-type="ul">Turn the attack into a burst 1 within 10 squares (ranged only)<br /> </li> <li data-xf-list-type="ul">Grant ability modifier temporary hit points to an ally<br /> </li> <li data-xf-list-type="ul">Ability damage only, and an ally within 5 squares can make a basic attack.<br /> </li> <li data-xf-list-type="ul">You can shift 1 square before or after the attack<br /> </li> <li data-xf-list-type="ul">+4 to hit, and the enemy is pushed 1 square (unarmed attack only)<br /> </li> <li data-xf-list-type="ul">No damage, and you initiate a grapple (unarmed attack only)</li> </ul><p>Etc (the list isn't complete). Each character can choose 2 effects from the list, restricted by class (only clerics can choose the +temp hit points tactic, for example), and use them without the penalty to hit but not simultaneously.</p><p></p><p>Spending 1 Fatigue points you can also deal +[W] damage to the attack. (Fatigue points return after a short rest, and the number of fatigue points you can spend on a single round increases with level)</p><p></p><p>Spending 1 Exhaustion point (Exhaustion points return after an extended rest, and the number of exhaustion points you can spend on a single round increases with level) you can:</p><p></p><p>Gain an extra standard action to use that round</p><p></p><p>Cast a Spell from the list you've prepared (or perhaps Cast a Ritual with reduced or null gold cost and casting time)</p><p></p><p>Add +2[W] damage to your next attack, and it gains one of these effects:</p><ul> <li data-xf-list-type="ul">You can spend a healing surge (fighter only)</li> <li data-xf-list-type="ul">An ally can spend a healing surge (cleric only)</li> <li data-xf-list-type="ul">You can choose 2 effects from the common tactics list and apply it to the attack.</li> <li data-xf-list-type="ul">You can choose 1 effect from the tactics list that's not instantaneous and detrimental to an enemy, and that effect lasts until the enemy saves.</li> <li data-xf-list-type="ul">Up to one target is Stunned for 1 round.</li> <li data-xf-list-type="ul">Up to three targets are Dazed for 1 round.</li> </ul><p></p><p>This is only a rough sketch, but you get the idea. This system is a bit too complicated for basic characters, but they could have their choices reduced or automatically set in exchange for passive bonuses.</p></blockquote><p></p>
[QUOTE="Someone, post: 5855277, member: 5656"] Agreed, though the bonuses granted by wizards and clerics don't need to be that big, it's a system for a completely new game, not a house rule to tackle on an existing ruleset. I was thinking on something like this, speaking in 4e terms: Common tactics: You can choose to add one of these results to your basic attack at a -5 penalty to hit: [list] [*]Deal [W] extra damage [*]Choose to deal extra damage equal to your offhand weapon OR gain a +1 shield bonus to AC [*]Deal only ability damage and drop the enemy prone [*]Push the enemy 1 square [*]Pull the enemy 1 square [*]Slide the enemy 1 square to one square adjacent to you (melee only) [*]Automatically hit for ability damage (Wizard only) [*]Slow the enemy for 1 round [*]Turn the attack into a close blast 3 (melee only) [*]Turn the attack into a close burst 1 (melee only) [*]Turn the attack into a burst 1 within 10 squares (ranged only) [*]Grant ability modifier temporary hit points to an ally [*]Ability damage only, and an ally within 5 squares can make a basic attack. [*]You can shift 1 square before or after the attack [*]+4 to hit, and the enemy is pushed 1 square (unarmed attack only) [*]No damage, and you initiate a grapple (unarmed attack only) [/list] Etc (the list isn't complete). Each character can choose 2 effects from the list, restricted by class (only clerics can choose the +temp hit points tactic, for example), and use them without the penalty to hit but not simultaneously. Spending 1 Fatigue points you can also deal +[W] damage to the attack. (Fatigue points return after a short rest, and the number of fatigue points you can spend on a single round increases with level) Spending 1 Exhaustion point (Exhaustion points return after an extended rest, and the number of exhaustion points you can spend on a single round increases with level) you can: Gain an extra standard action to use that round Cast a Spell from the list you've prepared (or perhaps Cast a Ritual with reduced or null gold cost and casting time) Add +2[W] damage to your next attack, and it gains one of these effects: [list] [*]You can spend a healing surge (fighter only) [*]An ally can spend a healing surge (cleric only) [*]You can choose 2 effects from the common tactics list and apply it to the attack. [*]You can choose 1 effect from the tactics list that's not instantaneous and detrimental to an enemy, and that effect lasts until the enemy saves. [*]Up to one target is Stunned for 1 round. [*]Up to three targets are Dazed for 1 round. [/list] This is only a rough sketch, but you get the idea. This system is a bit too complicated for basic characters, but they could have their choices reduced or automatically set in exchange for passive bonuses. [/QUOTE]
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4E combat and powers: How to keep the baby and not the bathwater?
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