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Harry Potter 4E
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<blockquote data-quote="Nichwee" data-source="post: 5885095" data-attributes="member: 84242"><p>Love this idea, but I would change it somewhat (though both versions will basically keep peeps from using it in combat 90% of the time).</p><p>Apperating is a Move Action requiring a Medium DC Arcana check at all times (They should all have Arcana trained).</p><p>Fail = Splinch = Dazed + 1d6/tier damage (Stunned instead of Dazed and +5 damage if they fail the Easy DC) = This is no biggie out of combat.</p><p>Apperating provokes OA, if the OA hits you may cancel the Apperate or take a penalty equal to the damage done (minimum 10).</p><p>In combat you take a -2 penalty to the check per square you intend to travel and -2 per enemy within 2 squares of your departure square (distractions and getting a clear image of your destination during the hectic fight is harder to do).</p><p>You can negate all/most penalties to the Apperate if you use a StdAction instead of a Move Action (So it is still a good "I must" option).</p><p>This way Apperating in combat is still viable(ish) for highly skilled types, or the desperate.</p><p></p><p>############################################</p><p></p><p>May also be worth looking at some of the Arcana Skill Utilities and making them doable by all on a Hard DC of the utility's level* (or some such) with penalties for the action used (None if it uses a StdAction, -X for Moves, -2X for Minors, -5X for II/IR say, as the easier it fits into a turn the faster it is cast so the harder it is to do)</p><p>Could give bonuses to the roll for wand types appropriatte to the style of Utility you feel each is.</p><p></p><p>*Could also just give each player one or two of these for free to indicate their speciality of magic</p><p></p><p>############################################</p><p></p><p>I agree with Mengu that each player should get a few free wizard cantrips. Light and Prestidigitation should cover it, as Prest gives you almost all the "it realy doesn't matter but looks cool" stuff and Lumos is universally taught. Maybe add Mage Hand that only works to move stuff to you (Accio).</p><p></p><p>############################################</p><p></p><p>You might want to invent the "Expelliarmus" power but I'm not sure disarming can every really work properly in 4thEd (plus, only Harry ever seemed to use this as a combat option - and out of combat Mage Hand [Accio Wand] will do).</p><p></p><p>############################################</p><p></p><p>Might want to hand out a few rituals/martial practises each for free, just to allow for the more complex effects that work out-of-combat, but if you build the adventure to be largely one-off with a solid train of action this should be less needed without it breaking flow or feel.</p></blockquote><p></p>
[QUOTE="Nichwee, post: 5885095, member: 84242"] Love this idea, but I would change it somewhat (though both versions will basically keep peeps from using it in combat 90% of the time). Apperating is a Move Action requiring a Medium DC Arcana check at all times (They should all have Arcana trained). Fail = Splinch = Dazed + 1d6/tier damage (Stunned instead of Dazed and +5 damage if they fail the Easy DC) = This is no biggie out of combat. Apperating provokes OA, if the OA hits you may cancel the Apperate or take a penalty equal to the damage done (minimum 10). In combat you take a -2 penalty to the check per square you intend to travel and -2 per enemy within 2 squares of your departure square (distractions and getting a clear image of your destination during the hectic fight is harder to do). You can negate all/most penalties to the Apperate if you use a StdAction instead of a Move Action (So it is still a good "I must" option). This way Apperating in combat is still viable(ish) for highly skilled types, or the desperate. ############################################ May also be worth looking at some of the Arcana Skill Utilities and making them doable by all on a Hard DC of the utility's level* (or some such) with penalties for the action used (None if it uses a StdAction, -X for Moves, -2X for Minors, -5X for II/IR say, as the easier it fits into a turn the faster it is cast so the harder it is to do) Could give bonuses to the roll for wand types appropriatte to the style of Utility you feel each is. *Could also just give each player one or two of these for free to indicate their speciality of magic ############################################ I agree with Mengu that each player should get a few free wizard cantrips. Light and Prestidigitation should cover it, as Prest gives you almost all the "it realy doesn't matter but looks cool" stuff and Lumos is universally taught. Maybe add Mage Hand that only works to move stuff to you (Accio). ############################################ You might want to invent the "Expelliarmus" power but I'm not sure disarming can every really work properly in 4thEd (plus, only Harry ever seemed to use this as a combat option - and out of combat Mage Hand [Accio Wand] will do). ############################################ Might want to hand out a few rituals/martial practises each for free, just to allow for the more complex effects that work out-of-combat, but if you build the adventure to be largely one-off with a solid train of action this should be less needed without it breaking flow or feel. [/QUOTE]
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