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<blockquote data-quote="RangerWickett" data-source="post: 4419233" data-attributes="member: 63"><p>I like this, but I still haven't used 4e that much yet, so I don't know how all this balance would work out.</p><p></p><p>I might end up using some of your ideas with some of my own:</p><p></p><ul> <li data-xf-list-type="ul"><strong>Power Damage.</strong> Making powers do preset damage like 5d6 instead of 5[w] and then allowing you to use any weapon on any power. (Doing this for balance and to let players decide on their flavor more.)</li> <li data-xf-list-type="ul"><strong>Wound System.</strong> You gain 10 + Con Wound Points, and the rest of what you'd normally get is still Hit Points. When you have taken any wound damage you are considered bloodied. Any critical hit that deals wound damage inflicts some persistent wound (broken hand, fractured skull, torn ACL). All HP heals with a short rest. WP heals 1/day, or faster with rest. (Of course, I'd have to revise how abilities that use healing surges work.)</li> <li data-xf-list-type="ul"><strong>Combat Grooves.</strong> If you've ever played Capcom vs. SNK, there's a system called 'grooves.' You choose one of several 'grooves' when picking your character, which determines some special combat tricks you can do (dashes, dodges, parries, counterattacks, etc.) and how you can use your 'super moves.' I'm trying to come up with a way to get rid of the highly artifical "encounter" and "daily" powers dynamic, and replace it with the only-somewhat artificial "groove" dynamic. As you get into the 'groove' of combat, you're able to do more dramatic things.</li> </ul><p></p><p>Basically, I'm looking to heavily house rule 4e, and I like your system.</p></blockquote><p></p>
[QUOTE="RangerWickett, post: 4419233, member: 63"] I like this, but I still haven't used 4e that much yet, so I don't know how all this balance would work out. I might end up using some of your ideas with some of my own: [list][*][b]Power Damage.[/b] Making powers do preset damage like 5d6 instead of 5[w] and then allowing you to use any weapon on any power. (Doing this for balance and to let players decide on their flavor more.) [*][b]Wound System.[/b] You gain 10 + Con Wound Points, and the rest of what you'd normally get is still Hit Points. When you have taken any wound damage you are considered bloodied. Any critical hit that deals wound damage inflicts some persistent wound (broken hand, fractured skull, torn ACL). All HP heals with a short rest. WP heals 1/day, or faster with rest. (Of course, I'd have to revise how abilities that use healing surges work.) [*][b]Combat Grooves.[/b] If you've ever played Capcom vs. SNK, there's a system called 'grooves.' You choose one of several 'grooves' when picking your character, which determines some special combat tricks you can do (dashes, dodges, parries, counterattacks, etc.) and how you can use your 'super moves.' I'm trying to come up with a way to get rid of the highly artifical "encounter" and "daily" powers dynamic, and replace it with the only-somewhat artificial "groove" dynamic. As you get into the 'groove' of combat, you're able to do more dramatic things.[/list] Basically, I'm looking to heavily house rule 4e, and I like your system. [/QUOTE]
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