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<blockquote data-quote="Mustrum_Ridcully" data-source="post: 4103850" data-attributes="member: 710"><p>Even if we weren't already promised such guidelines, I can already see some things a DM can come up on its own.</p><p></p><p>One thing that I noticed is that most powers let you deal damage (sometimes even more then usueal) _and_ give you a special benefit. Marking Foes, sliding, pulling, pushing, or whatever else. A Trip power in 4E would probably allow you deal damage and trip your opponent.</p><p></p><p>(Skip any point that is not reasonable due to the circumstances, or just not to your taste)</p><p>(1) Is not to hand out penalties, but to remove the benefit of "damage + bonus". </p><p>(2) Increase the amount of time it takes. If it's a standard attack, it requires a minor action + a standard attack now. If it was a minor attack, it takes a standard attack. If it was free, it's minor. If it required one move, it requires two.</p><p>(3) Require a special condition - stunned, immobilized, combat advantage, weakened, or whatever else as a prerequisite. </p><p>(4) If it seems very hard to do, make it cost an action point. </p><p>(5) If it is very useful, make it a "once per encounter" thing. </p><p>(6) Leading to an instant death scenario (regardless of hp/reasonable damage per round)? Grant a save to avoid the deadly effect.</p><p>(7) Apply a penalty of -5 it its still to powerful or unbelievable.</p><p>(8) Still to awesome? Make the penalty -10. </p><p>(9) Not happy yet? Well, just say no. But don't come to me if that makes your player cry.</p><p></p><p>There is, off course, a (0)th guideline:</p><p>Roll an Attack or Skill (including possibly an untrained skill) vs one of the defenses. Since the math "works", you don't get into the 3.x problems when trying to use skills for saves or attacks. (If you're copying a powers effect, use the listed attacks and defenses)</p><p></p><p>Basically, the goal of these guidelines should be: It sucks if the cool maneuver you just made up doesn't work. It's okay if it's hard to pull off and other maneuvers might - at least going by action cost, damage, and secondary effect - be more effective.</p></blockquote><p></p>
[QUOTE="Mustrum_Ridcully, post: 4103850, member: 710"] Even if we weren't already promised such guidelines, I can already see some things a DM can come up on its own. One thing that I noticed is that most powers let you deal damage (sometimes even more then usueal) _and_ give you a special benefit. Marking Foes, sliding, pulling, pushing, or whatever else. A Trip power in 4E would probably allow you deal damage and trip your opponent. (Skip any point that is not reasonable due to the circumstances, or just not to your taste) (1) Is not to hand out penalties, but to remove the benefit of "damage + bonus". (2) Increase the amount of time it takes. If it's a standard attack, it requires a minor action + a standard attack now. If it was a minor attack, it takes a standard attack. If it was free, it's minor. If it required one move, it requires two. (3) Require a special condition - stunned, immobilized, combat advantage, weakened, or whatever else as a prerequisite. (4) If it seems very hard to do, make it cost an action point. (5) If it is very useful, make it a "once per encounter" thing. (6) Leading to an instant death scenario (regardless of hp/reasonable damage per round)? Grant a save to avoid the deadly effect. (7) Apply a penalty of -5 it its still to powerful or unbelievable. (8) Still to awesome? Make the penalty -10. (9) Not happy yet? Well, just say no. But don't come to me if that makes your player cry. There is, off course, a (0)th guideline: Roll an Attack or Skill (including possibly an untrained skill) vs one of the defenses. Since the math "works", you don't get into the 3.x problems when trying to use skills for saves or attacks. (If you're copying a powers effect, use the listed attacks and defenses) Basically, the goal of these guidelines should be: It sucks if the cool maneuver you just made up doesn't work. It's okay if it's hard to pull off and other maneuvers might - at least going by action cost, damage, and secondary effect - be more effective. [/QUOTE]
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