Siberys
Adventurer
If I ever have problems with 4e, it almost always has to do with remembering little things. Small bonuses and penalties, ongoing damage, and marking are the three worst offenders in this regard.
Marking
Now, in principle, marking is cool. The big problem is tracking WHO marks WHOM. It works fine for PCs, but for monsters, not so much. Hence, the following idea; replace marking with the following ability.
Defender aura 5; Enemies within the aura take a -2 penalty to attacks that do not target this creature. This penalty does not stack with other instances of Defender.
What about effects that care about whether a creature is marked, though? Make them immediate reactions that trigger when an enemy in the aura attacks another creature? Any ideas, or could this just be a "solve as they come along" type deal?
Design notes: There is no niggling thing to remember about this. It is constant, it is fairly significant, and it does not require me to remember WHICH monster applied the effect. The only problem is abilities that trigger off of being marked, whether they belong to players or monsters. What can I do about those?
Ongoing Damage
Ongoing damage is great, but there are at least 55 variations on it, taking into account damage types and the standard damage sizes of 2/5/10/15/20 - even more if you talk about PC-stat-based ongoing damage sizes.
With PCs, this isn't a huge deal - the players can keep track of that. But with monsters, I'd prefer not to.
One solution is to roll saves immediately, one after the other, until success, and then have the monster take damage for each die roll. Are there any effects that proc off of the enemy having ongoing damage?
Small Bonuses and Penalties
What I'm talking about here are those little bonuses to attack, damage, and defenses. I'm thinking about replacing them with a condition track, a la Saga Edition. The problem I have is getting a logical, easy to remember hierarchy. Should one track cover everything, a la Saga edition, each level giving, say, +/- 1 attack, 1 defenses, and 2 damage? Or should they be tracked separately?
Marking
Now, in principle, marking is cool. The big problem is tracking WHO marks WHOM. It works fine for PCs, but for monsters, not so much. Hence, the following idea; replace marking with the following ability.
Defender aura 5; Enemies within the aura take a -2 penalty to attacks that do not target this creature. This penalty does not stack with other instances of Defender.
What about effects that care about whether a creature is marked, though? Make them immediate reactions that trigger when an enemy in the aura attacks another creature? Any ideas, or could this just be a "solve as they come along" type deal?
Design notes: There is no niggling thing to remember about this. It is constant, it is fairly significant, and it does not require me to remember WHICH monster applied the effect. The only problem is abilities that trigger off of being marked, whether they belong to players or monsters. What can I do about those?
Ongoing Damage
Ongoing damage is great, but there are at least 55 variations on it, taking into account damage types and the standard damage sizes of 2/5/10/15/20 - even more if you talk about PC-stat-based ongoing damage sizes.
With PCs, this isn't a huge deal - the players can keep track of that. But with monsters, I'd prefer not to.
One solution is to roll saves immediately, one after the other, until success, and then have the monster take damage for each die roll. Are there any effects that proc off of the enemy having ongoing damage?
Small Bonuses and Penalties
What I'm talking about here are those little bonuses to attack, damage, and defenses. I'm thinking about replacing them with a condition track, a la Saga Edition. The problem I have is getting a logical, easy to remember hierarchy. Should one track cover everything, a la Saga edition, each level giving, say, +/- 1 attack, 1 defenses, and 2 damage? Or should they be tracked separately?