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Jetison the power system and use page 42 only
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<blockquote data-quote="Sadrik" data-source="post: 5065990" data-attributes="member: 14506"><p><strong>Updated Powers Below</strong></p><p></p><p>This is a finite list of only 10 attack powers but you can make an infinite number of variations from this simple list of attack powers. I would encourage player creativity in defining their attack powers. </p><p></p><p>Powers will need to be mechanically defined when created. So that a fireball is a fireball and not a coldball or whatever and the damage is ongoing or not and which defense it attacks.</p><p></p><p>Depending on your role you begin with a different number of attack powers: Defender 2, Leader 3, Striker 3 and Controller 4. </p><p></p><p>As you advance in level you select more attack powers, 1 for every 4 levels as a defender, 3 for strikers and leaders and 2 for controllers. In this way the defender's added HP and combat abilities offset the controller's lesser.</p><p></p><p>The general guidelines for which classes can select which powers follows below.</p><p></p><p>So the PHB1 classes could have access to:</p><p>Cleric: Assault, Touch, Wall, Explode</p><p>Fighter: Assault, Assail, Touch</p><p>Paladin: Assault, Strike, Touch</p><p>Ranger: Strike, Assail, Shoot</p><p>Rogue: Strike, Assail, Touch</p><p>Warlock: Touch, Shoot, Blast, Explode, Summon</p><p>Warlord: Assault, Strike, Assail</p><p>Wizard: Touch, Shoot, Blast, Burst, Explode, Wall, Summon</p><p></p><p><strong>Attack Powers</strong></p><p>Assault</p><p>1 PP</p><p>Standard Action</p><p>Range: As weapon</p><p>Target: One Creature</p><p>Attack: Prime + Proficiency vs. AC</p><p>Hit: Weapon + Prime + Cause a Condition.</p><p>Or</p><p>Hit: Weapon + Low Limited Damage Expression + Prime</p><p>Miss: half damage</p><p></p><p>Assail</p><p>1 PP</p><p>Standard Action</p><p>Range: As weapon</p><p>Target: One Creature</p><p>Attack: Prime + Proficiency vs. AC</p><p>Hit: Weapon + Cause a Condition.</p><p>Secondary Hit: Weapon + Cause a Condition.</p><p>Or</p><p>Hit: Weapon + Low Normal Damage Expression + Prime</p><p>Secondary Hit: Weapon + Low Normal Damage Expression + Prime</p><p>Miss: half damage</p><p>Secondary Miss: half damage</p><p></p><p>Strike</p><p>1 PP</p><p>Standard Action</p><p>Range: As weapon</p><p>Target: One Creature</p><p>Attack: Prime + Proficiency vs. Defense</p><p>Hit: Weapon + Prime + Cause a Condition.</p><p>Or</p><p>Hit: Weapon + Medium Normal Damage Expression + Prime</p><p>Miss: half damage</p><p></p><p>Touch</p><p>1 PP</p><p>Standard Action</p><p>Range: Reach</p><p>Target: One Creature</p><p>Attack: Prime vs. Defense</p><p>Hit: Cause a Condition.</p><p>Or</p><p>Hit: High Limited Damage Expression + Prime</p><p>Miss: half damage</p><p>Or</p><p>Hit: Low Limited Damage + Prime + Ongoing Damage (save ends)</p><p>Miss: half damage</p><p></p><p>Shoot</p><p>1 PP</p><p>Standard Action</p><p>Range: 10</p><p>Target: One Creature</p><p>Attack: Prime vs. Defense</p><p>Hit: Cause a Condition.</p><p>Or</p><p>Hit: Medium Limited Damage Expression + Prime</p><p>Miss: half damage</p><p>Or</p><p>Hit: High Normal Damage + Prime + Ongoing Damage (save ends)</p><p>Miss: half damage</p><p></p><p>Blast</p><p>1 PP</p><p>Standard Action</p><p>Range: 0</p><p>Target: Blast 3</p><p>Attack: Prime vs. Defense</p><p>Hit: Cause a Condition.</p><p>Or</p><p>Hit: Low Limited Damage Expression + Prime</p><p>Miss: half damage</p><p>Or</p><p>Hit: Medium Normal Damage + Prime + Ongoing Damage (save ends)</p><p>Miss: half damage</p><p></p><p>Burst</p><p>1 PP</p><p>Standard Action</p><p>Range: 10</p><p>Target: Burst 1</p><p>Attack: Prime vs. Defense</p><p>Hit: Cause a Condition.</p><p>Or</p><p>Hit: Low Limited Damage Expression + Prime or </p><p>Miss: half damage</p><p>Or</p><p>Hit: Medium Normal Damage + Prime + Ongoing Damage (save ends)</p><p>Miss: half damage</p><p></p><p>Explode</p><p>1 PP</p><p>Standard Action</p><p>Range: 0</p><p>Target: Close Burst 1</p><p>Attack: Prime vs. Defense</p><p>Hit: Cause a Condition.</p><p>Or</p><p>Hit: Low Limited Damage Expression + Prime or </p><p>Miss: half damage</p><p>Or</p><p>Hit: Medium Normal Damage + Prime + Ongoing Damage (save ends)</p><p>Miss: half damage</p><p></p><p>Wall</p><p>1 PP</p><p>Standard Action</p><p>Range: 10</p><p>Target: Wall 3</p><p>Attack: Prime vs. Defense</p><p>Hit: Cause a Condition.</p><p>Or</p><p>Hit: High Normal Damage Expression + Prime</p><p>Miss: half damage</p><p>Or</p><p>Low Normal Damage + Prime + Ongoing Damage (save ends)</p><p>Miss: half damage</p><p>Sustain Minor: the wall persists</p><p></p><p></p><p>Summon</p><p>1 PP burned</p><p>Standard Action</p><p>Range: Reach</p><p>Target: One Summoned Creature</p><p>Attack: Prime +2 vs. AC</p><p>Hit: Cause a Condition.</p><p>Or</p><p>Hit: Low Normal Damage Expression + Prime</p><p>Sustain: Minor: the summoned creature persists</p><p></p><p><strong>Definitions</strong></p><p>Defense is Fort/Ref/Will which is defined at power creation.</p><p></p><p>Range is increased with level. Perhaps +1 per 3 levels, 1-3 +0, 4-6 +1 etc.</p><p></p><p>Area (blast, burst, explode, wall) is increased with level. I was thinking +1 per 6 levels or something. So 1-6 +0 area and 7-12 +1 area etc.</p><p></p><p>Hit determines the damage from page 42 or does a condition. In some cases you must decide if the damage is ongoing or not and you must determine the type of damage. Usually the damage is not standard damage if it targets a non-AC defense.</p><p></p><p>Ongoing damage is 5 +1 per 3 levels you are. On a miss ongoing damage is half and of course save ends still.</p><p></p><p>Conditions: When creating the power, the player may decide to deal a condition instead of damage. This condition must be approved by the DM and be linked to how your class operates. The following conditions and effects are available: Blinded, Dazed/Stunned, Deafened, Dominated, Dying, Marked, Petrified, Prone, Restrained/Immobilized, Slowed, Surprised/Helpless, Unconscious, Weakened, Move (Pull), Move (Push), Move (Slide), Move (Teleport), or a Unique Condition or Effect.</p></blockquote><p></p>
[QUOTE="Sadrik, post: 5065990, member: 14506"] [b]Updated Powers Below[/b] This is a finite list of only 10 attack powers but you can make an infinite number of variations from this simple list of attack powers. I would encourage player creativity in defining their attack powers. Powers will need to be mechanically defined when created. So that a fireball is a fireball and not a coldball or whatever and the damage is ongoing or not and which defense it attacks. Depending on your role you begin with a different number of attack powers: Defender 2, Leader 3, Striker 3 and Controller 4. As you advance in level you select more attack powers, 1 for every 4 levels as a defender, 3 for strikers and leaders and 2 for controllers. In this way the defender's added HP and combat abilities offset the controller's lesser. The general guidelines for which classes can select which powers follows below. So the PHB1 classes could have access to: Cleric: Assault, Touch, Wall, Explode Fighter: Assault, Assail, Touch Paladin: Assault, Strike, Touch Ranger: Strike, Assail, Shoot Rogue: Strike, Assail, Touch Warlock: Touch, Shoot, Blast, Explode, Summon Warlord: Assault, Strike, Assail Wizard: Touch, Shoot, Blast, Burst, Explode, Wall, Summon [B]Attack Powers[/B] Assault 1 PP Standard Action Range: As weapon Target: One Creature Attack: Prime + Proficiency vs. AC Hit: Weapon + Prime + Cause a Condition. Or Hit: Weapon + Low Limited Damage Expression + Prime Miss: half damage Assail 1 PP Standard Action Range: As weapon Target: One Creature Attack: Prime + Proficiency vs. AC Hit: Weapon + Cause a Condition. Secondary Hit: Weapon + Cause a Condition. Or Hit: Weapon + Low Normal Damage Expression + Prime Secondary Hit: Weapon + Low Normal Damage Expression + Prime Miss: half damage Secondary Miss: half damage Strike 1 PP Standard Action Range: As weapon Target: One Creature Attack: Prime + Proficiency vs. Defense Hit: Weapon + Prime + Cause a Condition. Or Hit: Weapon + Medium Normal Damage Expression + Prime Miss: half damage Touch 1 PP Standard Action Range: Reach Target: One Creature Attack: Prime vs. Defense Hit: Cause a Condition. Or Hit: High Limited Damage Expression + Prime Miss: half damage Or Hit: Low Limited Damage + Prime + Ongoing Damage (save ends) Miss: half damage Shoot 1 PP Standard Action Range: 10 Target: One Creature Attack: Prime vs. Defense Hit: Cause a Condition. Or Hit: Medium Limited Damage Expression + Prime Miss: half damage Or Hit: High Normal Damage + Prime + Ongoing Damage (save ends) Miss: half damage Blast 1 PP Standard Action Range: 0 Target: Blast 3 Attack: Prime vs. Defense Hit: Cause a Condition. Or Hit: Low Limited Damage Expression + Prime Miss: half damage Or Hit: Medium Normal Damage + Prime + Ongoing Damage (save ends) Miss: half damage Burst 1 PP Standard Action Range: 10 Target: Burst 1 Attack: Prime vs. Defense Hit: Cause a Condition. Or Hit: Low Limited Damage Expression + Prime or Miss: half damage Or Hit: Medium Normal Damage + Prime + Ongoing Damage (save ends) Miss: half damage Explode 1 PP Standard Action Range: 0 Target: Close Burst 1 Attack: Prime vs. Defense Hit: Cause a Condition. Or Hit: Low Limited Damage Expression + Prime or Miss: half damage Or Hit: Medium Normal Damage + Prime + Ongoing Damage (save ends) Miss: half damage Wall 1 PP Standard Action Range: 10 Target: Wall 3 Attack: Prime vs. Defense Hit: Cause a Condition. Or Hit: High Normal Damage Expression + Prime Miss: half damage Or Low Normal Damage + Prime + Ongoing Damage (save ends) Miss: half damage Sustain Minor: the wall persists Summon 1 PP burned Standard Action Range: Reach Target: One Summoned Creature Attack: Prime +2 vs. AC Hit: Cause a Condition. Or Hit: Low Normal Damage Expression + Prime Sustain: Minor: the summoned creature persists [B]Definitions[/B] Defense is Fort/Ref/Will which is defined at power creation. Range is increased with level. Perhaps +1 per 3 levels, 1-3 +0, 4-6 +1 etc. Area (blast, burst, explode, wall) is increased with level. I was thinking +1 per 6 levels or something. So 1-6 +0 area and 7-12 +1 area etc. Hit determines the damage from page 42 or does a condition. In some cases you must decide if the damage is ongoing or not and you must determine the type of damage. Usually the damage is not standard damage if it targets a non-AC defense. Ongoing damage is 5 +1 per 3 levels you are. On a miss ongoing damage is half and of course save ends still. Conditions: When creating the power, the player may decide to deal a condition instead of damage. This condition must be approved by the DM and be linked to how your class operates. The following conditions and effects are available: Blinded, Dazed/Stunned, Deafened, Dominated, Dying, Marked, Petrified, Prone, Restrained/Immobilized, Slowed, Surprised/Helpless, Unconscious, Weakened, Move (Pull), Move (Push), Move (Slide), Move (Teleport), or a Unique Condition or Effect. [/QUOTE]
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