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<blockquote data-quote="RangerWickett" data-source="post: 4754783" data-attributes="member: 63"><p>One simple system I was working on but decided to drop was to replace powers with bonus actions.</p><p></p><p>I mean, basically, martial encounter powers tend to be equivalent to making two attacks, or making one attack and adding a push, grab, shove, trip, etc. You could accomplish much the same thing that 4e has (at least with martial classes), by keeping the basic class abilities (hunter's quarry, fighter's mark, etc.), but instead of having powers, let martial PCs get a minor, move, and two standard actions per round. </p><p></p><p>This lets them make their own moves.</p><p></p><p>Also, if your players are amenable, add a charging "super move meter" or "limit break" or just call it "battle groove" or whatever. The meter starts off equal to 5 + the PC's level, and charges by 1 point each round you're in combat. You can trade in 5 points to get an extra standard action. This lets you pull off really cool tricks, like feinting someone, sneak attacking them, then grabbing them so they can't get away. Or grab someone, drag him to a ledge, then shove him off a cliff. Or just hit someone for a whole lot of damage at once.</p><p></p><p>Maybe give some flexibility by saying that fighters get +5 to their meter every time they get bloodied. Rangers and rogues get a +2 every time they drop a standard monster, +5 for dropping an elite or solo. Warlords grant everyone in the party a +1 bonus whenever the group bloodies a monster, +2 for elites, +5 for solos.</p><p></p><p>Handling spellcasters requires more work (a LOT more), but I think this could cover your needs in a pinch. What do you think?</p></blockquote><p></p>
[QUOTE="RangerWickett, post: 4754783, member: 63"] One simple system I was working on but decided to drop was to replace powers with bonus actions. I mean, basically, martial encounter powers tend to be equivalent to making two attacks, or making one attack and adding a push, grab, shove, trip, etc. You could accomplish much the same thing that 4e has (at least with martial classes), by keeping the basic class abilities (hunter's quarry, fighter's mark, etc.), but instead of having powers, let martial PCs get a minor, move, and two standard actions per round. This lets them make their own moves. Also, if your players are amenable, add a charging "super move meter" or "limit break" or just call it "battle groove" or whatever. The meter starts off equal to 5 + the PC's level, and charges by 1 point each round you're in combat. You can trade in 5 points to get an extra standard action. This lets you pull off really cool tricks, like feinting someone, sneak attacking them, then grabbing them so they can't get away. Or grab someone, drag him to a ledge, then shove him off a cliff. Or just hit someone for a whole lot of damage at once. Maybe give some flexibility by saying that fighters get +5 to their meter every time they get bloodied. Rangers and rogues get a +2 every time they drop a standard monster, +5 for dropping an elite or solo. Warlords grant everyone in the party a +1 bonus whenever the group bloodies a monster, +2 for elites, +5 for solos. Handling spellcasters requires more work (a LOT more), but I think this could cover your needs in a pinch. What do you think? [/QUOTE]
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