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<blockquote data-quote="Primitive Screwhead" data-source="post: 3687683" data-attributes="member: 20805"><p>I am not sure I followed all of that... pools of 'Extra Effect' ?</p><p>Nevermind.. I think I figured it out. Each enemy has its own pool of points that are built up by successfull attacks. Once you have built up enough you can 'trade' them for an effect.</p><p></p><p>Sounds like a lot of book-keeping, especially with a party of tanks against a mob of mooks..</p><p></p><p>"This should preferentially work for characters weilding two weapons."</p><p> Eh, unless you are designing this for a specific character you plan on using... well, even then this comment is a bit weird....</p><p></p><p>Anyway, I would suggest a change and go with something like the following:</p><p></p><p> Called Shot, Standard Action, AoO Yes</p><p> Make a melee or ranged attack. If successful the attack does not deal damage, instead it applies a Condition to the target. The intended condition must be chosen before the attack roll. Note, the attack would have had to be able to deal at least one point of damage in order for the Condition to be applied.</p><p></p><p> Called Shots , Full Round Action, AoO Yes</p><p> As Called Shot but you gain a +2 to hit for each additional attack you would normally have in a Full Attack.</p><p></p><p>Conditions:</p><p>Minor effect: no penalty to the attack roll</p><p> Dazed for 1 round</p><p> Dazzled for 1 round</p><p> Checked for 1 round</p><p> Deafened for 1 round</p><p> Target considered Flanked for the next melee attacker, expires if no attack within 1 round</p><p></p><p>Moderate effects: -4 penalty to the attack roll</p><p> Minor effects for double duration</p><p> Blinded for 1 round</p><p> Entangled for 1 round</p><p> Knocked Prone </p><p></p><p>Severe effects: -8 penalty to the attack roll</p><p> Moderate effects for double duration</p><p> Knocked Prone</p><p> Stunned for 1 round</p><p> Staggered for 1 round</p><p></p><p>Horrendus effects: -12 penalty to the attack roll</p><p> Severe effects for double duration</p><p> Unconcious for 1 round</p><p></p><p>Feat options to extend the duration of the applied condition or decrease the penatly of the condition severity...</p><p></p><p>... hmm.. I might have to use this <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Primitive Screwhead, post: 3687683, member: 20805"] I am not sure I followed all of that... pools of 'Extra Effect' ? Nevermind.. I think I figured it out. Each enemy has its own pool of points that are built up by successfull attacks. Once you have built up enough you can 'trade' them for an effect. Sounds like a lot of book-keeping, especially with a party of tanks against a mob of mooks.. "This should preferentially work for characters weilding two weapons." Eh, unless you are designing this for a specific character you plan on using... well, even then this comment is a bit weird.... Anyway, I would suggest a change and go with something like the following: Called Shot, Standard Action, AoO Yes Make a melee or ranged attack. If successful the attack does not deal damage, instead it applies a Condition to the target. The intended condition must be chosen before the attack roll. Note, the attack would have had to be able to deal at least one point of damage in order for the Condition to be applied. Called Shots , Full Round Action, AoO Yes As Called Shot but you gain a +2 to hit for each additional attack you would normally have in a Full Attack. Conditions: Minor effect: no penalty to the attack roll Dazed for 1 round Dazzled for 1 round Checked for 1 round Deafened for 1 round Target considered Flanked for the next melee attacker, expires if no attack within 1 round Moderate effects: -4 penalty to the attack roll Minor effects for double duration Blinded for 1 round Entangled for 1 round Knocked Prone Severe effects: -8 penalty to the attack roll Moderate effects for double duration Knocked Prone Stunned for 1 round Staggered for 1 round Horrendus effects: -12 penalty to the attack roll Severe effects for double duration Unconcious for 1 round Feat options to extend the duration of the applied condition or decrease the penatly of the condition severity... ... hmm.. I might have to use this :) [/QUOTE]
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