King Nate
First Post
How would the following make or break the game?
- Reduce the number of starting healing surges for everyone by 2.
- Everyone having Adrenaline Rush as an encounter power; Adrenaline Rush (Standard Action) Spend a healing surge. Instead of regaining hit points you gain a number of temporary hit points equal to your healing surge value. In addition you gain a +2 power bonus to hit until the end of your next turn.
- Starting stats, either put an 18 in one stat and a 16 in another or put a 20 in one stat, then roll 3d6 in order for the remainder of the stats. (thank you gamma world)
- Getting rid of the whole coin treasure idea. To me it is tedious to track each coin spent, instead have some kind of ranking of wealth. You either have the money to purchase an item or you don’t. Maybe you have to roll to see if you have the wealth to purchase or anything under the wealth level you can freely purchase?
- I like the whole ammo idea from gamma world and would like to use something like it in D&D but instead of automatically loosing all arrows/bolts/bullets after firing two or more, after combat have the player roll a d20 or something 5 or higher you still have ammo otherwise you are out.