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<blockquote data-quote="Gruns" data-source="post: 4600792" data-attributes="member: 10312"><p>I got an idea like this from a former DM of mine, and have incorporated it into the games I've DM'd for the past 6 years or so. Initially, the "gift scrolls" as he called them contained very vague statments that you simply used whenever it seemed appropriate. For example, "You swing with the might of the gods behind your arms!" would generally result in extra damage. The problem I had with this was that it left too much in the unknown. For 3.5 I made the powers a bit more clear. For 4E, I turned them into "Lifetime Tier Powers". I gave my players each a Standard Action, Move, Minor, Interrupt and Reaction power that they could use one time, ever. At Paragon and Epic tiers, they get 5 new powers. Naturally, these are much more powerful than any normal power. They're also tied into the character's class/role/style, of course. I don't have them in front of me right now, but the tricksy artful dodger halfling rogue's Immediate Interrupt was something along the lines of:</p><p>"I Want You To Hit Me As Hard As You Can"</p><p>Trigger: You are hit by a melee attack.</p><p>Effect: The attacker takes the damage instead of you.</p><p>I also print out the powers as cards using MSE. <em>Image: a giant smashing the ground with his fists -cracking it- as a halfling jumps out of the way.</em></p><p></p><p>All in all, pretty fun stuff that can obviously help turn the tide of a battle that isn't going so well. I like them, and the players like them. I've noticed they tend to horde them until later on in their levels, just before they'e going to get new ones.</p><p>Later!</p><p>Gruns</p></blockquote><p></p>
[QUOTE="Gruns, post: 4600792, member: 10312"] I got an idea like this from a former DM of mine, and have incorporated it into the games I've DM'd for the past 6 years or so. Initially, the "gift scrolls" as he called them contained very vague statments that you simply used whenever it seemed appropriate. For example, "You swing with the might of the gods behind your arms!" would generally result in extra damage. The problem I had with this was that it left too much in the unknown. For 3.5 I made the powers a bit more clear. For 4E, I turned them into "Lifetime Tier Powers". I gave my players each a Standard Action, Move, Minor, Interrupt and Reaction power that they could use one time, ever. At Paragon and Epic tiers, they get 5 new powers. Naturally, these are much more powerful than any normal power. They're also tied into the character's class/role/style, of course. I don't have them in front of me right now, but the tricksy artful dodger halfling rogue's Immediate Interrupt was something along the lines of: "I Want You To Hit Me As Hard As You Can" Trigger: You are hit by a melee attack. Effect: The attacker takes the damage instead of you. I also print out the powers as cards using MSE. [I]Image: a giant smashing the ground with his fists -cracking it- as a halfling jumps out of the way.[/I] All in all, pretty fun stuff that can obviously help turn the tide of a battle that isn't going so well. I like them, and the players like them. I've noticed they tend to horde them until later on in their levels, just before they'e going to get new ones. Later! Gruns [/QUOTE]
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