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<blockquote data-quote="SlyFlourish" data-source="post: 4562868" data-attributes="member: 54840"><p><strong>Great feedback!</strong></p><p></p><p>Great feedback, my friends! Hiya Foxman!!</p><p></p><p>I'd like to have some sort of level-drain-like capability for the wights. Doing extra necrotic damage seems like a good solution for me. It has SOME flavor and the extra damage makes them dangerous. I like the 5 points per tier.</p><p></p><p>What is this triggered critical damage you speak of? Can you give an example of that?</p><p></p><p>Instead of keeping track of action points and equipment points. I'd just give them one action point per battle and one equipment trigger per battle. No tracking needs to be done this way. Too many action points per battle will slow down combat, I think.</p><p></p><p>I like the removal of basic attacks for at-will powers. Nice and easy.</p><p></p><p>Foxman, I think I'll stick to fort, reflex, and will. Part of my intent was to make it directly compatible with monsters from the monster manual without having to do any modification that I can't keep in my head. I can max monster damage easy enough and thats about all I want to change with them.</p><p></p><p>I have to think about the required use of an action point for a daily power. Clearly giving players daily powers in every battle makes them more powerful over time but for quickplay skirmish games, I don't know how much this matters.</p><p></p><p>So here are my revised rules:</p><p></p><p>The d20 is the only die needed.</p><p></p><p>There are no daily powers. All daily powers are encounter powers.</p><p></p><p>All damage is maximized. You do not roll dice for damage.</p><p></p><p>All crits are for double damage. Any additional triggered critical damage is maximized.</p><p></p><p>Every character receives one action point per battle and may trigger one magical item daily power per tier in each battle.</p><p></p><p>There are no healing surges. All characters receive one second wind. Healing surges are not required for any ability that requires one. Any effect that removes a healing surge instead does 5 points of necrotic damage per tier.</p><p></p><p>Any attack that targets more than one creature rolls a single attack roll. The resulting attack roll is used against all monster defenses.</p><p></p><p>There are no extended rests. All powers and hitpoints are restored between battles. All effects are removed. All unconscious characters are restored to full hitpoints.</p><p></p><p>Characters are unconscious at 0 hitpoints. They cannot be restored or healed in combat. Nor can they be further attacked or take damage. If all characters are knocked unconscious, the party loses.</p><p></p><p>Monster recharge powers use the following conversion: 2+ = 6+ on d20; 3+ = 11+; 4+ = 14+; 5+ = 16+; 6+ = 18+</p><p></p><p>Quickplay Character Creation:</p><p></p><p>Use the NPC creation rules on page 187 and 188 of the Dungeon Master's Guide with the following exceptions:</p><p></p><p>On step 4 determine hitpoints as you would for a PC instead of an NPC.</p><p></p><p>On step 5 use the following AC bonuses:</p><p></p><p>Fighter, Paladin: +10 AC</p><p>Cleric, Warlord: +9 AC</p><p>Ranger, Rogue, Warlock: +2 AC</p><p>Wizard, +0 AC</p><p></p><p>On step 8 choose one magic item's daily power.</p><p></p><p>Skip step 10.</p></blockquote><p></p>
[QUOTE="SlyFlourish, post: 4562868, member: 54840"] [b]Great feedback![/b] Great feedback, my friends! Hiya Foxman!! I'd like to have some sort of level-drain-like capability for the wights. Doing extra necrotic damage seems like a good solution for me. It has SOME flavor and the extra damage makes them dangerous. I like the 5 points per tier. What is this triggered critical damage you speak of? Can you give an example of that? Instead of keeping track of action points and equipment points. I'd just give them one action point per battle and one equipment trigger per battle. No tracking needs to be done this way. Too many action points per battle will slow down combat, I think. I like the removal of basic attacks for at-will powers. Nice and easy. Foxman, I think I'll stick to fort, reflex, and will. Part of my intent was to make it directly compatible with monsters from the monster manual without having to do any modification that I can't keep in my head. I can max monster damage easy enough and thats about all I want to change with them. I have to think about the required use of an action point for a daily power. Clearly giving players daily powers in every battle makes them more powerful over time but for quickplay skirmish games, I don't know how much this matters. So here are my revised rules: The d20 is the only die needed. There are no daily powers. All daily powers are encounter powers. All damage is maximized. You do not roll dice for damage. All crits are for double damage. Any additional triggered critical damage is maximized. Every character receives one action point per battle and may trigger one magical item daily power per tier in each battle. There are no healing surges. All characters receive one second wind. Healing surges are not required for any ability that requires one. Any effect that removes a healing surge instead does 5 points of necrotic damage per tier. Any attack that targets more than one creature rolls a single attack roll. The resulting attack roll is used against all monster defenses. There are no extended rests. All powers and hitpoints are restored between battles. All effects are removed. All unconscious characters are restored to full hitpoints. Characters are unconscious at 0 hitpoints. They cannot be restored or healed in combat. Nor can they be further attacked or take damage. If all characters are knocked unconscious, the party loses. Monster recharge powers use the following conversion: 2+ = 6+ on d20; 3+ = 11+; 4+ = 14+; 5+ = 16+; 6+ = 18+ Quickplay Character Creation: Use the NPC creation rules on page 187 and 188 of the Dungeon Master's Guide with the following exceptions: On step 4 determine hitpoints as you would for a PC instead of an NPC. On step 5 use the following AC bonuses: Fighter, Paladin: +10 AC Cleric, Warlord: +9 AC Ranger, Rogue, Warlock: +2 AC Wizard, +0 AC On step 8 choose one magic item's daily power. Skip step 10. [/QUOTE]
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