D&D 4E AD&D 4e

Kzach

Banned
Banned
Just some ideas on how to fine-tune 4e that I've been working on. It's an obsession so I generally come up with this type of thing once every three or so months. This time, however, I think I'm on a winner!

A few things to note, one of the 'positive conditions' would be 'regeneration' which is essentially healing powers. Other positive conditions would grant bonuses to defences, attacks, temporary hit points, damage reduction, ability to move without OA's, ability to move unhindered in difficult terrain or shift, etc.

These rules would also be within a substantially altered version of 4e so it's possible that I've written the text below with assumptions that are known to me but obviously not to you. The reason I haven't included the information on which those assumptions are made is primarily because they could fill a book and I can't be stuffed writing it all out at this particular point in time :)

Defender

Tactics: Melee.
Defences: High.
Hit Points: High.
Role: Check.
Powers: Damage mitigation.
Class Stances: Exploits.
Specialist: Opportunity Attack Power.
Builds: Specialist, Supporter, Controller, Striker.

Supporter

Tactics: Melee or Ranged.
Defences: Medium.
Hit Points: Medium.
Role: Inspire.
Powers: Positive conditions on allies.
Class Stances: Tactics.
Specialist: Immediate Interrupt Power.
Builds: Specialist, Defender, Controller, Striker.

Controller

Tactics: Ranged.
Defences: Low.
Hit Points: Low.
Role: Despair.
Powers: Negative conditions on enemies.
Class Stances: Zones.
Specialist: Immediate Reaction Power.
Builds: Specialist, Supporter, Defender, Striker.

Striker

Tactics: Melee or Ranged.
Defences: Medium.
Hit Points: Medium.
Role: Focus.
Class Stances: Manoeuvres.
Powers: High damage.
Specialist: Minor Action Attack Power.
Builds: Specialist, Supporter, Controller, Defender.


New Mechanics

Check: a creature with this ability can impose a −2 penalty to all attacks by any creature adjacent to them that does not include the checking creature as a target. A creature can only be subject to one Check at a time and the Check ends immediately when its creator dies or falls unconscious.

Inspire: a creature that is inspired gains a +2 bonus to the next saving throw they make before the end of their next turn. A creature can only benefit from being inspired by one ally, any other inspire overrides the current inspire effect on the target. The inspire also ends if the creator dies or falls unconscious.

Despair: a creature that is in despair suffers a −2 penalty to the next saving throw they make before the end of their next turn. A creature can only be affected by one enemy with despair, any other despair overrides the current despair effect on the target. The despair also ends if the creator dies or falls unconscious.

Focus: a creature can focus their attacks on one target gaining a +1 to attack rolls against that target and a −2 penalty to attack rolls against all other targets. A focus can be chosen once per turn as a free action and the focus lasts until the creature who placed the focus starts their next turn.

Save Continues: this is a function of certain powers that grant a positive condition. If a power has ‘Save continues’ as a benefit, then at the end of the character’s turn, they make a saving throw for the effects of the power and if successful, it lasts until the end of their next turn when they get to save to continue it again.


System Overview

Character creation starts with choosing a role, either defender, supporter, controller or striker. The role a player chooses for their character is what determines from which lists the player can choose the character’s powers and class.

Each role has fundamental abilities that determine its overall focus. These are what make up the bread’n’butter aspects of the character and allow it to fulfil its role effectively.

The player then chooses what class they would like to play. Classes offer variant ways in which the character can perform its role and reflect this ability both through their primary ability scores and the at-will stance powers they gain which can be added to other powers that they use.

The class determines what power source the character draws from, which in turn determines the damage type, implement or weapon designation, and target defence of all powers used. In addition, all classes gain a melee and ranged basic attack particular to their power source which uses their primary ability for attack and damage.

Every class also has a secondary role. This secondary role is represented by their build. Every class has at least four build types, consisting of all four roles. If they choose a build that is of the same role as their primary role, then they become a specialist. Each build is based around a secondary ability and uses that ability to determine rider effects that are placed on all powers that the character uses.

Multiclassing is restricted to non-specialist characters, ie. characters that did not choose, as their secondary build option, the same role as their primary build option. A character can multi-class as often as they like from any class they like whenever a new level is gained. When gaining a new level and choosing a class different from their 1st-level class choice, the character does not gain the role or build benefits of that class. Instead, they can choose a power or feat (whichever is gained on that level increase) that is particular to the class. A multi-class character can choose to take multi-class feats which grant the character limited access to role and build functions of the additional classes they have chosen.

A specialist gains several benefits over their multi-classed brethren. Firstly, they gain a special power that is specific to their role and so enhances their ability to perform in that role. In addition to this they also qualify for access to superior implements, weapons, armours and shields. Lastly, they also gain a scaling, tier-based bonus to their rider effect of +1/+2/+3.
 

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