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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Brainstorming a "Phil. of 4e 101" resource
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<blockquote data-quote="MoutonRustique" data-source="post: 6678374" data-attributes="member: 22362"><p>awww... the forum ate my post...</p><p></p><p>very, very condescend version (and probably missing ellements)</p><p></p><p>Examples of <strong>1b</strong> - make the players <em>want</em> to move</p><p></p><p>- holy lanterns place through out the room, they have fuel for a single round. When lit, all attacks that originate w/ it's bright light radius also deals radiant damage. Combine w/ undead.</p><p></p><p>- randomly placed floor runes -- at the start of each round, roll 1d4, on a 4 the runes activate</p><p>opt 1 : runes of teleportation allow teleportation between runed squares. Teleporting gives CA for next attack.</p><p>opt 2 : runes allow user to spend a healing surge to regain an encounter power</p><p>opt 3 : runes offer hit/dmg bonus for an energy</p><p>opt 4 : runes create shields (temp hp or defense bonus)</p><p>etc.</p><p>... or use multiple types of runes and the roll determines which kind gets activated. Mix-in "bad" runes or trade-offs for added DM fun.</p><p></p><p>- use allied NPCs that offer a buff : as an example, a group of soldiers some of whom are shieldbearers. They obey their commanding officer and so move according to her orders - adjacent characters gain +2 AC/Reflex.</p><p></p><p>... and their was a comment about the lack of use of these kinds of NPCs in 4e. This reflection was spurred by the gold threads of 5e. It's a shame because these kinds of NPCs offer easy paths to dynamic combats, interesting choices and roads to drama and conflict.</p><p></p><p>Also, I was noting that over-use of <strong>2c</strong> can discourage players from trying new things - even in lair situations, something should be able to be turned to the PCs advantage (as opposed to just flaming vents in a salamander fight.)</p></blockquote><p></p>
[QUOTE="MoutonRustique, post: 6678374, member: 22362"] awww... the forum ate my post... very, very condescend version (and probably missing ellements) Examples of [B]1b[/B] - make the players [I]want[/I] to move - holy lanterns place through out the room, they have fuel for a single round. When lit, all attacks that originate w/ it's bright light radius also deals radiant damage. Combine w/ undead. - randomly placed floor runes -- at the start of each round, roll 1d4, on a 4 the runes activate opt 1 : runes of teleportation allow teleportation between runed squares. Teleporting gives CA for next attack. opt 2 : runes allow user to spend a healing surge to regain an encounter power opt 3 : runes offer hit/dmg bonus for an energy opt 4 : runes create shields (temp hp or defense bonus) etc. ... or use multiple types of runes and the roll determines which kind gets activated. Mix-in "bad" runes or trade-offs for added DM fun. - use allied NPCs that offer a buff : as an example, a group of soldiers some of whom are shieldbearers. They obey their commanding officer and so move according to her orders - adjacent characters gain +2 AC/Reflex. ... and their was a comment about the lack of use of these kinds of NPCs in 4e. This reflection was spurred by the gold threads of 5e. It's a shame because these kinds of NPCs offer easy paths to dynamic combats, interesting choices and roads to drama and conflict. Also, I was noting that over-use of [B]2c[/B] can discourage players from trying new things - even in lair situations, something should be able to be turned to the PCs advantage (as opposed to just flaming vents in a salamander fight.) [/QUOTE]
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