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<blockquote data-quote="Quickleaf" data-source="post: 6267781" data-attributes="member: 20323"><p>I was going to post my preliminary draft of the Fighter, but I realized I needed to provide some context rules first. <img src="http://www.enworld.org/forum/images/smilies/glasses.png" class="smilie" loading="lazy" alt="B-)" title="Glasses B-)" data-shortname="B-)" /></p><p></p><p>Classes in this system are organized into <strong>three archetypes</strong>: Expert, Spellcaster, and Warrior. Experts include characters that thrive on skill, wit, and/or charm like Assassins, Bards, Monks, and Rogues. Spellcasters include characters that master magic like Clerics, Druids, Warlocks/Witches, and Wizards. Warriors include characters that rely on battle acumen like Barbarians, Fighters, Paladins, and Rangers. </p><p></p><p>These are relevant in play because each archetype shares certain rules in common:</p><ul> <li data-xf-list-type="ul">Each archetype shares a common <strong>stunt</strong> list.</li> <li data-xf-list-type="ul">Feats are divided into General, Expert, Spellcaster, and Warrior.</li> <li data-xf-list-type="ul">There is overlap among the legendary paths (i.e. paragon paths) available to classes of a given archetype.</li> </ul><p></p><p>Ok, so what's a <strong>stunt</strong> in this system? It's a use for a <strong>hero point</strong>. So when a PC spends a hero point to use Second Wind or Spell Innovation, they're using stunts. Before I show the Expert, Spellcaster, and Warrrior stunt lists, however, I've got to briefly explain hero points.</p><p></p><p><strong>Hero Points</strong></p><p>All characters begins with 6 hero points. These increase by one at 11th level, and again at 21st level. Hero points usually recharge after an extended rest at a sanctuary. Though there are exceptions: some characters can recover hero points while camping, others when performing exemplary deeds, and a curse might prevent you from regaining them, or certain sanctuaries might provide alternate benefits instead of regaining hero points.</p><p></p><p>In 4E terms a hero point is the conglomeration of healing surges & action points, but it is more inspired by True20's Conviction rules actually.</p><p></p><p>So what exactly is a "hero point"? Is it just a meta-game resource? Yes, partially. It's also a game representation of a character's innate luck, fate, dedication, grit, moxie, drive, belief, and whatever else makes a hero tick. When a character spends a hero point to Second Wind and regains hit points, it doesn't mean their wounds are magically closing. It means the character is pushing thru the pain by drawing on some hidden inner reserves. When a character is out of hero points it means different things for different heroes; a slippery thief might be at the end of her luck, while a dutiful cavalier might find his hope and resolve waning.</p><p></p><p>Now I can get into what you do with hero points. It's almost entirely dependent on which archetype your class belongs to (note that multi-class characters can gain access to multiple stunt lists, not sure yet if that will be free or cost a feat).</p><p></p><p><strong>Expert Stunts</strong></p><p>An Expert can spend hero points in the following ways:</p><ul> <li data-xf-list-type="ul">Extra Action: Make another standard or move action on your turn.</li> <li data-xf-list-type="ul">Extra Question: When you ask a question, ask an extra follow-up question.</li> <li data-xf-list-type="ul">Ingenuity: Make up a new use for a skill, add/change a keyword to your current zone, or add/change a keyword to a challenge. Explain what ingenious thing you've done to make this happen.</li> <li data-xf-list-type="ul">Second Wind: When you're conscious and not bloodied (1/2 HP), regain a number of hit points equal to 1/4 of your maximum hit points.</li> <li data-xf-list-type="ul">Shifty Maneuver: As a reaction or free action, reposition in your current zone. Or, with map & minis, shift 3 squares or swap places with an adjacent ally.</li> <li data-xf-list-type="ul">Skill Boost: Gain advantage (+5) to a trained skill of your choice until the end of the encounter.</li> </ul><p></p><p><strong>Spellcaster Stunts</strong></p><p>A Spellcaster can spend hero points in the following ways:</p><ul> <li data-xf-list-type="ul">Concentration: Sustain a spell that would normally be lost deuce to broken concentration.</li> <li data-xf-list-type="ul">Extra Action: Make another standard or move action on your turn.</li> <li data-xf-list-type="ul">Meta-Magic: Change a spell in one of the following ways (or a way of your own devising): Exclude any number of targets from an area effect, burst, or blast spell; Change a spell keyword; Apply a meta-magic feat like Empower Spell, Enlarge Spell, or Lengthen Spell as if you possessed that feat.</li> <li data-xf-list-type="ul">Ritual Casting: Replace the component casting cost of a ritual with a hero point.</li> <li data-xf-list-type="ul">Second Wind: When you're conscious and not bloodied (1/2 HP), regain a number of hit points equal to 1/4 of your maximum hit points.</li> <li data-xf-list-type="ul">Spell Innovation: Make up a spell on the fly, using a known spell of a particular tier as your model, and cast it. Expend a corresponding spell of that tier. Alternately, utilize a class spell which you haven't studied and likewise expend a corresponding spell of that tier.</li> </ul><p></p><p><strong>Warrior Stunts:</strong></p><p>A Warrior can spend hero points in the following ways: </p><ul> <li data-xf-list-type="ul">Assured Defense: Choose AC, Fortitude, Reflex, or Will. You may take 10 on defense rolls of that type against a single enemy you choose until the end of the encounter.</li> <li data-xf-list-type="ul">Extra Action: Make another standard or move action on your turn.</li> <li data-xf-list-type="ul">Improvised Maneuver: Make up a new Combat Maneuver and use it. Alternately, gain access to a Basic Attack from your class which you haven't studied for the rest of the encounter.</li> <li data-xf-list-type="ul">Second Wind (Improved): While you're conscious, regain a number of hit points equal to 1/4 of your maximum hit points. Unlike Experts and Spellcasters, you can use Second Wind while bloodied.</li> <li data-xf-list-type="ul">Shake It Off: Move up one step on the condition track or shake off one condition.</li> <li data-xf-list-type="ul">Power Attack: When you hit, roll an extra damage die. At 11th level, roll two extra dice. At 21st level roll three extra dice.</li> </ul><p></p><p>Ok that's enough so that when I share my rough draft of the Fighter next time, it will make sense!</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 6267781, member: 20323"] I was going to post my preliminary draft of the Fighter, but I realized I needed to provide some context rules first. B-) Classes in this system are organized into [b]three archetypes[/b]: Expert, Spellcaster, and Warrior. Experts include characters that thrive on skill, wit, and/or charm like Assassins, Bards, Monks, and Rogues. Spellcasters include characters that master magic like Clerics, Druids, Warlocks/Witches, and Wizards. Warriors include characters that rely on battle acumen like Barbarians, Fighters, Paladins, and Rangers. These are relevant in play because each archetype shares certain rules in common: [LIST][*]Each archetype shares a common [b]stunt[/b] list. [*]Feats are divided into General, Expert, Spellcaster, and Warrior. [*]There is overlap among the legendary paths (i.e. paragon paths) available to classes of a given archetype. [/LIST] Ok, so what's a [b]stunt[/b] in this system? It's a use for a [b]hero point[/b]. So when a PC spends a hero point to use Second Wind or Spell Innovation, they're using stunts. Before I show the Expert, Spellcaster, and Warrrior stunt lists, however, I've got to briefly explain hero points. [b]Hero Points[/b] All characters begins with 6 hero points. These increase by one at 11th level, and again at 21st level. Hero points usually recharge after an extended rest at a sanctuary. Though there are exceptions: some characters can recover hero points while camping, others when performing exemplary deeds, and a curse might prevent you from regaining them, or certain sanctuaries might provide alternate benefits instead of regaining hero points. In 4E terms a hero point is the conglomeration of healing surges & action points, but it is more inspired by True20's Conviction rules actually. So what exactly is a "hero point"? Is it just a meta-game resource? Yes, partially. It's also a game representation of a character's innate luck, fate, dedication, grit, moxie, drive, belief, and whatever else makes a hero tick. When a character spends a hero point to Second Wind and regains hit points, it doesn't mean their wounds are magically closing. It means the character is pushing thru the pain by drawing on some hidden inner reserves. When a character is out of hero points it means different things for different heroes; a slippery thief might be at the end of her luck, while a dutiful cavalier might find his hope and resolve waning. Now I can get into what you do with hero points. It's almost entirely dependent on which archetype your class belongs to (note that multi-class characters can gain access to multiple stunt lists, not sure yet if that will be free or cost a feat). [b]Expert Stunts[/b] An Expert can spend hero points in the following ways: [LIST][*]Extra Action: Make another standard or move action on your turn. [*]Extra Question: When you ask a question, ask an extra follow-up question. [*]Ingenuity: Make up a new use for a skill, add/change a keyword to your current zone, or add/change a keyword to a challenge. Explain what ingenious thing you've done to make this happen. [*]Second Wind: When you're conscious and not bloodied (1/2 HP), regain a number of hit points equal to 1/4 of your maximum hit points. [*]Shifty Maneuver: As a reaction or free action, reposition in your current zone. Or, with map & minis, shift 3 squares or swap places with an adjacent ally. [*]Skill Boost: Gain advantage (+5) to a trained skill of your choice until the end of the encounter. [/LIST] [b]Spellcaster Stunts[/b] A Spellcaster can spend hero points in the following ways: [LIST][*]Concentration: Sustain a spell that would normally be lost deuce to broken concentration. [*]Extra Action: Make another standard or move action on your turn. [*]Meta-Magic: Change a spell in one of the following ways (or a way of your own devising): Exclude any number of targets from an area effect, burst, or blast spell; Change a spell keyword; Apply a meta-magic feat like Empower Spell, Enlarge Spell, or Lengthen Spell as if you possessed that feat. [*]Ritual Casting: Replace the component casting cost of a ritual with a hero point. [*]Second Wind: When you're conscious and not bloodied (1/2 HP), regain a number of hit points equal to 1/4 of your maximum hit points. [*]Spell Innovation: Make up a spell on the fly, using a known spell of a particular tier as your model, and cast it. Expend a corresponding spell of that tier. Alternately, utilize a class spell which you haven't studied and likewise expend a corresponding spell of that tier. [/LIST] [b]Warrior Stunts:[/b] A Warrior can spend hero points in the following ways: [LIST][*]Assured Defense: Choose AC, Fortitude, Reflex, or Will. You may take 10 on defense rolls of that type against a single enemy you choose until the end of the encounter. [*]Extra Action: Make another standard or move action on your turn. [*]Improvised Maneuver: Make up a new Combat Maneuver and use it. Alternately, gain access to a Basic Attack from your class which you haven't studied for the rest of the encounter. [*]Second Wind (Improved): While you're conscious, regain a number of hit points equal to 1/4 of your maximum hit points. Unlike Experts and Spellcasters, you can use Second Wind while bloodied. [*]Shake It Off: Move up one step on the condition track or shake off one condition. [*]Power Attack: When you hit, roll an extra damage die. At 11th level, roll two extra dice. At 21st level roll three extra dice. [/LIST] Ok that's enough so that when I share my rough draft of the Fighter next time, it will make sense! [/QUOTE]
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