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<blockquote data-quote="Emirikol" data-source="post: 4229818" data-attributes="member: 10638"><p>BTW, here's what I've garnered so far from kots:</p><p></p><p>4e ~ The CINCO!</p><p>By Jay H (5/18/08 ~ from Keep on the Shadowfell)</p><p></p><p>Add the following to your character sheet:</p><p>NBN – Negative bloodied number. You die at this point. No saving throw.</p><p>F1, F2, F3 = Failed Dying Saves; check them off as failed.</p><p></p><p></p><p>ENCOUNTERS- Unchanged (Combat or non-combat)</p><p>Combat Sequence:</p><p>1. Establish Positions</p><p>2. Roll Initiative</p><p>3. Take surprise actions (in initiative order if necessary)</p><p>4. Take Normal Initiative Turns</p><p>5. Repeat</p><p>6. End the encounter. The encounter ends when the remaining side takes a short or extended “rest.”</p><p></p><p>COMBAT ROUND ACTIONS:</p><p>Standard: attack power</p><p>Move: walking your speed</p><p>Minor: Drawing weapon/open chest </p><p>Free: talk, drop held item</p><p>Opportunity action: opponent makes an adjacent ranged or area attack.</p><p>Immediate actions (2 types)</p><p>1. Interrupt: act BEFORE the triggering action</p><p>2. Reaction: act AFTER the triggering action</p><p></p><p>TURN STAGES</p><p>Start of Turn -Take ongoing damage or regeneration</p><p>Mid-Turn: Make your actions</p><p>Post-Turn: Make any saving throws, namely your Dying saving throws. </p><p></p><p>YOUR TURN MAY BE PERFORMED IN ANY ORDER (Includes Free Actions at any time)</p><p>Standard Move Standard</p><p>Move Move Minor</p><p>Minor Minor Minor</p><p></p><p>Flank has not changed</p><p></p><p>Critical is MAX damage</p><p></p><p>Combat Advantage (opponent Stunned or Flanked)</p><p>· +2 attack rolls, but you must be able to see your target</p><p></p><p>Charge: Move two squares; +1 to attack; provokes AOO; no other actions after a charge</p><p>Second Wind: as a standard action, you can spend a healing surge to regain hit points. When you do, you regain one-quarter of your maximum hit points. You also gain +2 to all defenses until the start of your next turn. You can use your second wind once per encounter.</p><p>Use a Power: Standard action</p><p></p><p>MOVEMENT:</p><p>Walk your speed</p><p>Shift: move 1 square without provoking AOO. Can’t shift into difficult terrain.</p><p>Run: Move your speed +2 squares but grant combat advantage.</p><p></p><p>FORCED MOVEMENT (on opponent):</p><p>Certain powers allow: Pull creature nearer, Push farther away, or Slide in any direction</p><p>* Does not provoke AOO</p><p>* Not hindered by difficult terrain</p><p>* Does not cause target to lose their move</p><p>* Can’t move a target into space it couldn’t enter by walking.</p><p></p><p>OCCUPIED SQUARES:</p><p>Ally or helpless enemy: no restriction to move through</p><p>Enemy: cannot move through</p><p>Ending movement: can’t end in occupied unless prone ally or helpless enemy</p><p></p><p>DIFFICULT TERRAIN: costs 1 additional square.</p><p></p><p>OBSTACLES: Cannot move diagonally across hard corners</p><p></p><p>ACTION POINTS: One per encounter</p><p>· You start with one</p><p>· * You gain one with each milestone</p><p>· After extended rest, you restart at one action point</p><p>· Action point allows you to take extra action during your turn. Standard, move or minor.</p><p></p><p>HIT POINTS, HEALING AND DYING:</p><p>· Max hit points: your current hit points cannot exceed this number</p><p>· Bloodied: at 50% hit points, you are bloodied. Certain powers are important against bloodied opponents.</p><p>· Dying. When your current hit points drop to 0 or lower, you fall unconscious and are dying. Any damage you take continues to reduce your current hit points until your character dies.</p><p>· Death Saving Throw. When you are dying, you make a saving throw at the end of your turn each round. If you succeed (roll 10 or higher), there is no change in your condition If you fail the save (roll lower than 10), you slip one step closer to death. If you fail three times, your character dies. FAIL ONE, FAIL TWO, FAIL THREE (F1, F2, F3).</p><p>· Death. When you take damage that reduces your current hit points to a negative number that’s the same as your bloodied number, or if you fail your death save three times you die. NEGATIVE BLOODIED NUMBER. (NBN)</p><p></p><p>HEALING IN COMBAT</p><p>There are three main ways to heal in combat:</p><p>1. Second wind</p><p>2. Ally uses heal skill on you</p><p>3. Ally uses healing power on you. Does NOT require an action point from you, but usually expends one of your healing surges.</p><p></p><p>HEALING WHILE DYING</p><p>When you are dying, any healing restores you to at least 1 hit point. If someone has stabilized you using the Heal skill, but you receive no healing, you regain hit points after an extended rest.</p><p></p><p>REST AND RECOVERY</p><p>Two types: Short and extended rest</p><p>Short Rest (5 minutes minimum): renew all encounter powers and use healing surges to regain hit points. You can take as many short rests per day as you want (within logic). During a short rest, you have to rest; no strenuous activity, no interruptions.</p><p>Extended Rest (6 hours minimum). Once per day, you can take an extended rest. You have to rest or sleep during this period. At the end of the rest, you regain any hit points you lost and healing surges you spent, your daily powers are renewed, and you lose any unspent action points and gain 1 fresh action point.</p><p></p><p>SKILLS OVERVIEW</p><p>In general, at 1st-3rd level, easy tasks have a DC of 15, moderate tasks have a DC of 20, and hard tasks have a DC of 25 or higher.</p><p>Acrobatics. Use this kill to test your balance on narrow or unstable surfaces, ot escape from a grab or from restraints, and (if you’re trained) to reduce your damage from a fall.</p><p>Arcana. You have knowledge about magic and magical effects, and (if you’re trained) you know how to detect a persistent magical effect.</p><p>Athletics. Use this skill to climb, swim or jump.</p><p>Bluff. Use this skill to make what’s false appear to be true, fast-talk a guard, con a merchant, or tell lies.</p><p>Diplomacy. Use this skill to influence others with tact and social grace, change opinions, inspire good will, and to negotiate a deal in good faith.</p><p>Dungeoneering. You have knowledge about forging a path through a dungeon complex, recognizing dungeon hazards, and finding food in the Underdark.</p><p>Endurance. Use this skill to stave off ill effects and to push beyond normal physical limits.</p><p>Heal. Use this skill to administer first aid, stabilize a dying character, grant a saving throw, or treat a disease.</p><p>History. You have knowledge about history, including significant events, legends, customs, and traditions.</p><p>Insight. Use this skill to discern intent and decipher body language, making a best guess as to a target’s motives, attitudes and truthfulniess.</p><p>Intimidate. Use this skill to influence others through hostile actions and overt threats.</p><p>Nature. You have knowledge related to finding your way through the wilderness, recognizing natural hazards, and living off the land.</p><p>Perception. Use this skill to notice clues, spot imminent dangers, and locate hidden objects.</p><p>Religion. You have knowledge of religious traditions.</p><p>Stealth. Use this skill to hide and move silently.</p><p>Streetwise. You know how to get the lay of the land in an urban setting.</p><p>Thievery. Use this skill to disable traps, open locks, pick pockets, and perform other sleights of hand.</p><p></p><p>DM section to follow...</p><p></p><p></p><p></p><p>…</p></blockquote><p></p>
[QUOTE="Emirikol, post: 4229818, member: 10638"] BTW, here's what I've garnered so far from kots: 4e ~ The CINCO! By Jay H (5/18/08 ~ from Keep on the Shadowfell) Add the following to your character sheet: NBN – Negative bloodied number. You die at this point. No saving throw. F1, F2, F3 = Failed Dying Saves; check them off as failed. ENCOUNTERS- Unchanged (Combat or non-combat) Combat Sequence: 1. Establish Positions 2. Roll Initiative 3. Take surprise actions (in initiative order if necessary) 4. Take Normal Initiative Turns 5. Repeat 6. End the encounter. The encounter ends when the remaining side takes a short or extended “rest.” COMBAT ROUND ACTIONS: Standard: attack power Move: walking your speed Minor: Drawing weapon/open chest Free: talk, drop held item Opportunity action: opponent makes an adjacent ranged or area attack. Immediate actions (2 types) 1. Interrupt: act BEFORE the triggering action 2. Reaction: act AFTER the triggering action TURN STAGES Start of Turn -Take ongoing damage or regeneration Mid-Turn: Make your actions Post-Turn: Make any saving throws, namely your Dying saving throws. YOUR TURN MAY BE PERFORMED IN ANY ORDER (Includes Free Actions at any time) Standard Move Standard Move Move Minor Minor Minor Minor Flank has not changed Critical is MAX damage Combat Advantage (opponent Stunned or Flanked) · +2 attack rolls, but you must be able to see your target Charge: Move two squares; +1 to attack; provokes AOO; no other actions after a charge Second Wind: as a standard action, you can spend a healing surge to regain hit points. When you do, you regain one-quarter of your maximum hit points. You also gain +2 to all defenses until the start of your next turn. You can use your second wind once per encounter. Use a Power: Standard action MOVEMENT: Walk your speed Shift: move 1 square without provoking AOO. Can’t shift into difficult terrain. Run: Move your speed +2 squares but grant combat advantage. FORCED MOVEMENT (on opponent): Certain powers allow: Pull creature nearer, Push farther away, or Slide in any direction * Does not provoke AOO * Not hindered by difficult terrain * Does not cause target to lose their move * Can’t move a target into space it couldn’t enter by walking. OCCUPIED SQUARES: Ally or helpless enemy: no restriction to move through Enemy: cannot move through Ending movement: can’t end in occupied unless prone ally or helpless enemy DIFFICULT TERRAIN: costs 1 additional square. OBSTACLES: Cannot move diagonally across hard corners ACTION POINTS: One per encounter · You start with one · * You gain one with each milestone · After extended rest, you restart at one action point · Action point allows you to take extra action during your turn. Standard, move or minor. HIT POINTS, HEALING AND DYING: · Max hit points: your current hit points cannot exceed this number · Bloodied: at 50% hit points, you are bloodied. Certain powers are important against bloodied opponents. · Dying. When your current hit points drop to 0 or lower, you fall unconscious and are dying. Any damage you take continues to reduce your current hit points until your character dies. · Death Saving Throw. When you are dying, you make a saving throw at the end of your turn each round. If you succeed (roll 10 or higher), there is no change in your condition If you fail the save (roll lower than 10), you slip one step closer to death. If you fail three times, your character dies. FAIL ONE, FAIL TWO, FAIL THREE (F1, F2, F3). · Death. When you take damage that reduces your current hit points to a negative number that’s the same as your bloodied number, or if you fail your death save three times you die. NEGATIVE BLOODIED NUMBER. (NBN) HEALING IN COMBAT There are three main ways to heal in combat: 1. Second wind 2. Ally uses heal skill on you 3. Ally uses healing power on you. Does NOT require an action point from you, but usually expends one of your healing surges. HEALING WHILE DYING When you are dying, any healing restores you to at least 1 hit point. If someone has stabilized you using the Heal skill, but you receive no healing, you regain hit points after an extended rest. REST AND RECOVERY Two types: Short and extended rest Short Rest (5 minutes minimum): renew all encounter powers and use healing surges to regain hit points. You can take as many short rests per day as you want (within logic). During a short rest, you have to rest; no strenuous activity, no interruptions. Extended Rest (6 hours minimum). Once per day, you can take an extended rest. You have to rest or sleep during this period. At the end of the rest, you regain any hit points you lost and healing surges you spent, your daily powers are renewed, and you lose any unspent action points and gain 1 fresh action point. SKILLS OVERVIEW In general, at 1st-3rd level, easy tasks have a DC of 15, moderate tasks have a DC of 20, and hard tasks have a DC of 25 or higher. Acrobatics. Use this kill to test your balance on narrow or unstable surfaces, ot escape from a grab or from restraints, and (if you’re trained) to reduce your damage from a fall. Arcana. You have knowledge about magic and magical effects, and (if you’re trained) you know how to detect a persistent magical effect. Athletics. Use this skill to climb, swim or jump. Bluff. Use this skill to make what’s false appear to be true, fast-talk a guard, con a merchant, or tell lies. Diplomacy. Use this skill to influence others with tact and social grace, change opinions, inspire good will, and to negotiate a deal in good faith. Dungeoneering. You have knowledge about forging a path through a dungeon complex, recognizing dungeon hazards, and finding food in the Underdark. Endurance. Use this skill to stave off ill effects and to push beyond normal physical limits. Heal. Use this skill to administer first aid, stabilize a dying character, grant a saving throw, or treat a disease. History. You have knowledge about history, including significant events, legends, customs, and traditions. Insight. Use this skill to discern intent and decipher body language, making a best guess as to a target’s motives, attitudes and truthfulniess. Intimidate. Use this skill to influence others through hostile actions and overt threats. Nature. You have knowledge related to finding your way through the wilderness, recognizing natural hazards, and living off the land. Perception. Use this skill to notice clues, spot imminent dangers, and locate hidden objects. Religion. You have knowledge of religious traditions. Stealth. Use this skill to hide and move silently. Streetwise. You know how to get the lay of the land in an urban setting. Thievery. Use this skill to disable traps, open locks, pick pockets, and perform other sleights of hand. DM section to follow... … [/QUOTE]
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