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D&D 4E 4E Conditions

Connorsrpg

Adventurer
I am looking at updating my 4e crit charts, but was wondering whether there is a list of 4e conditions somewhere in order of severity.

Given I couldn't find one I will have a go. This list includes conditions, ideas from at-will powers and a few of my own ideas.

At this stage I am looking mostly at melee attacks (will get more ideas from at-wills for energy attacks).

All are considered until save ends (unless marked otherwise); though may have lesser degrees where it only happens for 1 round.


Marked Til end of next turn
Deafened
Ongoing 2 damage 2/tier
Pushed: 1 sq + 1 per 10 points the attacker rolled above target's def.
Prone
Slide: More for magic charts (and possibly piercing wpns).
Slowed
Armor damaged -2 AC (permanent til fixed)
Rattled: From Martial Power, rogue & fighter ability.
Struck: -2 to all d20 rolls using that body part struck (inc -2 speed if leg) (This one is a House Rule and explained more fully in sig link).
-2 to defenses
Pushed & Prone: Combo of 2 above.
Ongoing 5 damage 5/tier
Immobilised: Until escape
Restrained: Until escape
Dazed: Likely 1 rd, with save for more severe.
Struck x2: haven't come up with name yet, but looking at more severe 'struck' where penalty jumps to -4 or 5. (Thoughts)?
Weakened
Blinded
Smash foes weapon; Unless higher magic than attacking wpn?
Increased crit multiplier: We use x2 dam (not max), this would make it x3 for eg.
Helpless/KO
Stunned: Likely 1 rd, with save for more severe.
Dying
Petrified: Obviously this one won't come up too often ;) (May make an appearance on a mag crit chart)??


Here are some benefits I may also scatter for the successful attacker in the charts:

Gain temp hps: Like 'Invigorating' power in MP.
Grant ally free basic attack vs same foe
Follow through - free basic att vs adjacent enemy
Gain a free basic melee attack vs same foe
Attack only counts as minor action
Gain action point: Must be spent this enc
Reliable: Enc & Dailies aren't treated as spent.


Looking at invigorating it might pay to have more effects be based upon a score (CON in this case)?

PLEASE add comments if you disagree with the order (from 'not so bad' to 'crippling'). (In my old ones I underestimated the 'weakened' condition).

Also add others (even unique ideas) that I may have missed.
 
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Kinda hard to just do that... some conditions act differently in different characters hands, it's very subjective.

Take 'marked' for instance.

Marked by itself would be weighted higher on a battlemind or warden at-will, less on a swordmage or paladin at-will, and would be absolutely useless on a fighter at-will (unless it's until end of encounter), and a -negative- on a sorcerer at-will.

Or... are you trying to make rolemaster-style crit charts?

Again... those should be -class- specific.
 
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My personal order of severity from least to most. (I usually play a defender so my preferences reflect this.)

Deafened
Slowed
Pushed/Pulled/Slid
Prone
Marked
Flanked
Surprised
Immobilized
Restrained
Blinded
Weakened
Stunned
Dazed
Helpless
Dominated
Unconscious
Dying
Petrified
Dead
Bored
 

My personal order of severity from least to most. (I usually play a defender so my preferences reflect this.)

Deafened
Slowed
Pushed/Pulled/Slid
Prone
Marked
Flanked
Surprised
Immobilized
Restrained
Blinded
Weakened
Stunned
Dazed
Helpless
Dominated
Unconscious
Dying
Petrified
Dead
Bored

Giving or taking? This seems like 'what a defender doesn't want to be' material.

A marked and immobilized paladin, for example, is a lot better off than a marked and immobilized warlock.
 

Couldn't agree more on the subjective nature of the 'order'. It is simply for a chart that is random (kind of like old Rolemaster) but with a combination of results depending upon what is rolled on each d10. A higher result generally means more severe, but I am not a stickler for exact orders.

Just wanted a feel for what others thoughts were.

I might even remove marked from the list or consider any recipient of a crit marked. Would this be too powerful? I don't regard 'marked' as a severe condition
 

Giving or taking? This seems like 'what a defender doesn't want to be' material.

A marked and immobilized paladin, for example, is a lot better off than a marked and immobilized warlock.
Taking. I assumed that the crit charts would apply to the PC's so I indicated which conditions I, as a defender, would not like to see happen to me.
 

Couldn't agree more on the subjective nature of the 'order'. It is simply for a chart that is random (kind of like old Rolemaster) but with a combination of results depending upon what is rolled on each d10. A higher result generally means more severe, but I am not a stickler for exact orders.

Just wanted a feel for what others thoughts were.

I might even remove marked from the list or consider any recipient of a crit marked. Would this be too powerful? I don't regard 'marked' as a severe condition

It's not a matter of power.

It's a matter of avoiding the 'I got a rock' mentality. Criticals should -always- be good for the guy who scores one.

So... let's say you're a wild sorcerer, and everyone's scored a crit this combat. Fighter got prone. Yay! That's what fighters -want-! The Invoker got immobilized. Yay! He may want that, depending on his control-style. The Rogue got combat advantage. Yay! Rogues love that!

You got pull target towards you.

That's probably the LAST effect you could want as a sorcerer.

You're a fighter, you get 'Push away from you.' Unless you've a specific plan for pushes, it's what you -don't- want.

If the invoker wants to force enemies to move away from certain locations, that immobilized above is actually a raw deal.


My suggestion then, is to avoid a Master List for player actions (tho keep it for monster actions, as if a critical fouls a monster's plan, that's still fun for players), and instead, have a menu and a smaller list with slots the player can fill.

So... you could have ten slots:

A - level crit
A - level crit
A - level crit
A - level crit
B - level crit
B - level crit
B - level crit
C - level crit
C - level crit
D - level crit

And so the player would choose 4 A-level, 3 B-level, 2 C-level, and one D-level. You could have the A, B, and D level be the minor, moderate, and massive level repercussions, and C could be benefits for the player.

Then, the player chooses the A, B, C, and D level stuff that best suits his character's fighting style. You'll avoid 'I got a rock' moments, and not only that, each player's -criticals- will have a different flavor, which will add excitement and give a feeling of control to the players.
 
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