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[4e, Maptools] Players wanted for Long Term Game
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<blockquote data-quote="Rechan" data-source="post: 4932001" data-attributes="member: 54846"><p>I'm curious what kind of background you're thinking of, as far as the first campaign. </p><p></p><p>Also, I notice your ability scores and interesting choice in race for the class, and you took Expertise. I want to show you my houserules (particularly the first), so that you can get an idea that it's not Necessary.</p><p></p><p>[sblock=Houserules] <strong>Change to To-Hit formula</strong></p><p> </p><p> Normally you determine your attack bonus this way:</p><p> Primary Ability Score + ½ level + Weapon Proficiency + Enhancement + Feat </p><p> </p><p> I propose the following change:</p><p> <strong>5</strong> + ½ Level + Weapon Proficiency + Enhancement + Non-Expertise Feat</p><p> +1 at levels 5, 11, 15, 21, 25.</p><p> </p><p> Damage for an attack still depends on the primary score of the power used (such as 1[W]+Dex for a ranged basic attack). </p><p> [sblock=Rechan, why are you doing this crazy thing?!]The above rule assumes that you have a 20 in every stat for the purposes of attacking. There are several reasons I want to do this. </p><p></p><p></p><ul> <li data-xf-list-type="ul">Address the need to get high primary/secondary scores, at the expense of defenses, HP, and skills.</li> <li data-xf-list-type="ul">Multi-classing. When there's a big incentive to have a high primary/secondary score, then it's only a good idea to multi-class into a class that uses your primary/secondary for attacks. This limits your choices and character concepts. My way, you at least have a good chance of hitting with your multi-class power.</li> <li data-xf-list-type="ul">Removes feat taxes like Melee training and Expertise.</li> <li data-xf-list-type="ul">Removes non-sensical race/class combos. Some races just make better options for classes, due to their ability score mods. But, they don't make sense in terms of the FLUFF of the race/class combo (why would Drow and Halflings make great Chaos sorcerers? The fluff doesn't line up!). This way, you can have the race you want and the class you want, without being "subpar".</li> </ul><p>This does mean that a fighter and a wizard wielding the same weapon have equal likelihood of hitting. That might get under some folks' skin. However, I figure the differentiation is fine; it means that while the wizard can still hit you with his staff, the fighter is going to do more damage, and he has powers which key off his weapon.[/sblock]</p><p> <strong>Power Stunts</strong></p><p> </p><p> Some times you want to do something very cool, that fits in line with your character’s theme, but there isn’t a rule for it. Such as a druid causing roots to spring out of the side of a cliff, aiding in climbing, or a Priest of Moradin causing a cave in to halt the retreat of enemies. </p><p> </p><p>To do this, you must spend an Action Point + a Healing Surge. This gives you the opportunity to do something badass. You still have to roll an attack or skill check (whichever better represents it). A normal Power Stunt is on par with the power of an Encounter. You may also modify an Encounter power – making it effect more targets, etc. A modified Encounter power can be no more powerful than a Daily. A Daily can be modified, but it must be within reason (and my have drawbacks). What’s kosher is up to DM.</p><p></p><p> <strong>Recharge</strong></p><p> </p><p> If you miss with an Encounter, you roll a d6 at the beginning of your turn; if you roll a 5 or 6, it recharges. If you miss with a Daily, you roll a d6 at the beginning of your turn; if you roll a 6, it recharges. Only one power can be recharged on a roll at a time.</p><p> </p><p> If you want to recharge a power with a “Miss” or “Effect”, then you must choose to not benefit from these effects when you miss the first time (in other words, the action you use your daily on is just lost, nothing happened). </p><p> </p><p> <strong>Misc</strong></p><p> </p><p> Milestones (Which are necessary to gain Action Points) are not related to every two fights, but occur when something significant is achieved. Such as stopping an enemy’s ritual mid battle, or removing unhallowed ground, etc. Other opportunities for gaining Action Points will occur.</p><p> </p><p> At level 1, everyone receives a free racial feat. </p><p> </p><p> Against Solo Monsters, Stun = Loss of a Standard Action, Daze = Loss of a minor. </p><p> </p><p> Sure Strike/Careful Attack – Add following. Effect: You gain a +2 on the next attack you make. </p><p> </p><p> Crafting will be handled with a skill challenge. </p><p> </p><p> Other, smaller rules don’t need to be outlined now (fiddling with rituals, certain items or powers retooled, etc), this is just a general overview of the biggest changes.[/sblock]</p></blockquote><p></p>
[QUOTE="Rechan, post: 4932001, member: 54846"] I'm curious what kind of background you're thinking of, as far as the first campaign. Also, I notice your ability scores and interesting choice in race for the class, and you took Expertise. I want to show you my houserules (particularly the first), so that you can get an idea that it's not Necessary. [sblock=Houserules] [B]Change to To-Hit formula[/B] Normally you determine your attack bonus this way: Primary Ability Score + ½ level + Weapon Proficiency + Enhancement + Feat I propose the following change: [B]5[/B] + ½ Level + Weapon Proficiency + Enhancement + Non-Expertise Feat +1 at levels 5, 11, 15, 21, 25. Damage for an attack still depends on the primary score of the power used (such as 1[W]+Dex for a ranged basic attack). [sblock=Rechan, why are you doing this crazy thing?!]The above rule assumes that you have a 20 in every stat for the purposes of attacking. There are several reasons I want to do this. [LIST] [*]Address the need to get high primary/secondary scores, at the expense of defenses, HP, and skills. [*]Multi-classing. When there's a big incentive to have a high primary/secondary score, then it's only a good idea to multi-class into a class that uses your primary/secondary for attacks. This limits your choices and character concepts. My way, you at least have a good chance of hitting with your multi-class power. [*]Removes feat taxes like Melee training and Expertise. [*]Removes non-sensical race/class combos. Some races just make better options for classes, due to their ability score mods. But, they don't make sense in terms of the FLUFF of the race/class combo (why would Drow and Halflings make great Chaos sorcerers? The fluff doesn't line up!). This way, you can have the race you want and the class you want, without being "subpar". [/LIST] This does mean that a fighter and a wizard wielding the same weapon have equal likelihood of hitting. That might get under some folks' skin. However, I figure the differentiation is fine; it means that while the wizard can still hit you with his staff, the fighter is going to do more damage, and he has powers which key off his weapon.[/sblock] [B]Power Stunts[/B] Some times you want to do something very cool, that fits in line with your character’s theme, but there isn’t a rule for it. Such as a druid causing roots to spring out of the side of a cliff, aiding in climbing, or a Priest of Moradin causing a cave in to halt the retreat of enemies. To do this, you must spend an Action Point + a Healing Surge. This gives you the opportunity to do something badass. You still have to roll an attack or skill check (whichever better represents it). A normal Power Stunt is on par with the power of an Encounter. You may also modify an Encounter power – making it effect more targets, etc. A modified Encounter power can be no more powerful than a Daily. A Daily can be modified, but it must be within reason (and my have drawbacks). What’s kosher is up to DM. [B]Recharge[/B] If you miss with an Encounter, you roll a d6 at the beginning of your turn; if you roll a 5 or 6, it recharges. If you miss with a Daily, you roll a d6 at the beginning of your turn; if you roll a 6, it recharges. Only one power can be recharged on a roll at a time. If you want to recharge a power with a “Miss” or “Effect”, then you must choose to not benefit from these effects when you miss the first time (in other words, the action you use your daily on is just lost, nothing happened). [B]Misc[/B] Milestones (Which are necessary to gain Action Points) are not related to every two fights, but occur when something significant is achieved. Such as stopping an enemy’s ritual mid battle, or removing unhallowed ground, etc. Other opportunities for gaining Action Points will occur. At level 1, everyone receives a free racial feat. Against Solo Monsters, Stun = Loss of a Standard Action, Daze = Loss of a minor. Sure Strike/Careful Attack – Add following. Effect: You gain a +2 on the next attack you make. Crafting will be handled with a skill challenge. Other, smaller rules don’t need to be outlined now (fiddling with rituals, certain items or powers retooled, etc), this is just a general overview of the biggest changes.[/sblock] [/QUOTE]
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