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<blockquote data-quote="Harr" data-source="post: 4561794" data-attributes="member: 47190"><p>This is AWESOME. These rules are the final little nudge that 4e needed to become a fully-fledged tactical RPG to the likes of Final Fantasy Tactics and Disgaea. My group being huge fans of these games took one look at the proposal and now we're all happier and more excited about 4e than ever <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>We'll be trying out the first session this week, I'll let you know how it goes. Here's our version of your rules we'll be using:</p><p></p><p></p><p>1. All damage is automatically maximized. You do not roll dice for damage, ever.</p><p></p><p>2. Criticals are double damage, except for critical-triggered damage, which is maximized.</p><p></p><p>3. There are no basic attacks. At-will powers function as basic attacks for charging, opportunity attacks, etc.</p><p></p><p>4. There are no Daily powers. All Daily powers are Encounter powers, but they also need an Action Point to be spent to activate.</p><p></p><p>5. Every character receives 1 Action Point and 1 Magic Item point for every encounter completed. Both points reset to 1 per tier at the beginning of every game session.</p><p></p><p>6. A character may use as many Action Points and Magic Item Points as he likes during an encounter (but he can only spend 1 point of any type total on the same turn).</p><p></p><p>7. A character cannot use multiple Item points to activate the same magic item multiple times during the same encounter, but he CAN use multiple Item points to activate different magic items during the same encounter.</p><p></p><p>8. Healing surges per day are not counted. Everybody has as many healing surges as they need.</p><p></p><p>9. Any effect that removes a healing surge instead does a healing surge's amount of damage.</p><p></p><p>10. There are no extended rests or short rests. All powers and hitpoints are restored between encounters. All effects are removed. All unconscious characters are restored to full hitpoints.</p><p></p><p>We don't really care about making characters simpler, so we don't need that part of the system, but with these rules I'm expecting fights will be much faster, more interesting, and just better all around <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Harr, post: 4561794, member: 47190"] This is AWESOME. These rules are the final little nudge that 4e needed to become a fully-fledged tactical RPG to the likes of Final Fantasy Tactics and Disgaea. My group being huge fans of these games took one look at the proposal and now we're all happier and more excited about 4e than ever :) We'll be trying out the first session this week, I'll let you know how it goes. Here's our version of your rules we'll be using: 1. All damage is automatically maximized. You do not roll dice for damage, ever. 2. Criticals are double damage, except for critical-triggered damage, which is maximized. 3. There are no basic attacks. At-will powers function as basic attacks for charging, opportunity attacks, etc. 4. There are no Daily powers. All Daily powers are Encounter powers, but they also need an Action Point to be spent to activate. 5. Every character receives 1 Action Point and 1 Magic Item point for every encounter completed. Both points reset to 1 per tier at the beginning of every game session. 6. A character may use as many Action Points and Magic Item Points as he likes during an encounter (but he can only spend 1 point of any type total on the same turn). 7. A character cannot use multiple Item points to activate the same magic item multiple times during the same encounter, but he CAN use multiple Item points to activate different magic items during the same encounter. 8. Healing surges per day are not counted. Everybody has as many healing surges as they need. 9. Any effect that removes a healing surge instead does a healing surge's amount of damage. 10. There are no extended rests or short rests. All powers and hitpoints are restored between encounters. All effects are removed. All unconscious characters are restored to full hitpoints. We don't really care about making characters simpler, so we don't need that part of the system, but with these rules I'm expecting fights will be much faster, more interesting, and just better all around :) [/QUOTE]
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