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4E Combat as "Skill Challenge"
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<blockquote data-quote="overgeeked" data-source="post: 5018703" data-attributes="member: 86653"><p>I've been working on a freestyle powers system and I have to say I really like the idea of combat as a skill challenge. Definitely more cinematic in my mind.</p><p></p><p>One piece of the system I'm working on that might work for you is this...</p><p></p><p>Effects: characters can chose to add an appropriate effect to an attack by lowering the damage. To add an effect simply reduce the damage [for your system that would cancel the 'success' of an at-will, and reduce an encounter to 1 success, and a daily to 2 successes]. Adding an effect to an at-will power reduces the damage to 0 (unless the character's role grants a 'free' effect). Effects include applying a condition (list to follow, and no, not dying) to a target, forcing movement (whether that movement is a push, pull, or slide), or applying an area of effect to a power. Slowed is available to controllers as an at-will effect. All others are limited to encounter or daily use.</p><p></p><p>Role: a character’s role largely determines what effects are appropriate. See page 15-6 of the PHB for more detailed descriptions of class roles.</p><p></p><p>Defenders focus on marking and pulling targets to them. Defenders gain a free mark, push, or pull effect.</p><p></p><p>Strikers focus on dealing large amounts of damage to a single target or being highly mobile. Strikers gain an increase in damage [considered a +1 to successes for your system] when attacking a single target or a free movement effect for themselves.</p><p></p><p>Leaders focus on healing or granting bonuses to their allies, or applying penalties to their foes. Leaders gain a free bonus to an ally, a free movement for an ally, or can grant a free use of a healing surge to an ally.</p><p></p><p>Controllers focus on area of effect powers, whether dealing damage over an area, altering the terrain, or forcing groups of enemies to move. Controllers gain a free area of effect bonus.</p></blockquote><p></p>
[QUOTE="overgeeked, post: 5018703, member: 86653"] I've been working on a freestyle powers system and I have to say I really like the idea of combat as a skill challenge. Definitely more cinematic in my mind. One piece of the system I'm working on that might work for you is this... Effects: characters can chose to add an appropriate effect to an attack by lowering the damage. To add an effect simply reduce the damage [for your system that would cancel the 'success' of an at-will, and reduce an encounter to 1 success, and a daily to 2 successes]. Adding an effect to an at-will power reduces the damage to 0 (unless the character's role grants a 'free' effect). Effects include applying a condition (list to follow, and no, not dying) to a target, forcing movement (whether that movement is a push, pull, or slide), or applying an area of effect to a power. Slowed is available to controllers as an at-will effect. All others are limited to encounter or daily use. Role: a character’s role largely determines what effects are appropriate. See page 15-6 of the PHB for more detailed descriptions of class roles. Defenders focus on marking and pulling targets to them. Defenders gain a free mark, push, or pull effect. Strikers focus on dealing large amounts of damage to a single target or being highly mobile. Strikers gain an increase in damage [considered a +1 to successes for your system] when attacking a single target or a free movement effect for themselves. Leaders focus on healing or granting bonuses to their allies, or applying penalties to their foes. Leaders gain a free bonus to an ally, a free movement for an ally, or can grant a free use of a healing surge to an ally. Controllers focus on area of effect powers, whether dealing damage over an area, altering the terrain, or forcing groups of enemies to move. Controllers gain a free area of effect bonus. [/QUOTE]
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