Mustrum_Ridcully
Legend
This is basically a post on what I want to see in terms of a more unified and yet diverse resource management system. Preferably as a core system, but maybe as an optional subsytem.
I like the fundamental idea that a character's power does not come from his items but from his own, his experience and his training. I think that spells, powers and magic items are just different ways to "express" this innate power. This makes it easier to not have magic items in a game.
Basically: If you're just some naked guy standing around, you have certain abilities you can use. If you get some decent gear, maybe learn a spell and even get a magic item, you can use all the abilities you could use before, or you could try to use something else.
I also like to express this powers in metagame resources - stuff that hasn't a strict real/gane world interpretation, e.g stuff like ACtion Points instead of the number of arrows still available - that you have to expend wisely. Both inside a single combat and over an extended period of time.
So, here's one idea.
Characters have Action Points and Heroic Surges. A character can spend these to use certain special techniques (combat maneuvers, spells, and so on) he knows or has otherwis acces to. Spending them represents expending extraordinary effort. Action Points are more short-term boosts of adrenaline and also describe the ability to read the environment and manipulate it, while heroic surges requires basically expending some of your own lifeforce, something with the potential to hurt yourself even.
So, for example, a spell under this paradigm:
Isaac's Flawless Hail of Unerring Missiles
The Archmage Isaac developed a spell that he considered as one of his masterpieces - an offensive spell that would never fail to hit its intended target. The spell can be used to create small projectiles of force and target them at any creature within range, never missing. The spell in its most powerful form can create multiple missiles that all hit targets within a certain area. .
Leather Armor
The typical armor worn by most guardsmen and street thugs.
Plate Armor is heavy armor and must be tailored to its wearer. Common only among Noblemen and Knights.
Longsword
A common military weapon. Most soldiers and knights are trained in its used.
Damage: 1d8; Accuracy: +3
A magic weapon:
Holy Avenger
A masterpiece of magical power, the holy avenger is infused with divine power. It's singular purpose is to destroy all evil. In the past, it was carried mostly by highly respected Clerics and Paladins, and owning it is a great honor. It has never brought luck to any evildoers, as those attempting to wield it quickly find their demise - even those that get rid of it.
Base Item: Greatsword. The Holy Avenger has all the traits of a Greatsword, plus these additional:
And for the "mystery" inclinded - all the specific "techniques" may require exploration and mastering the item. Mundane stuff may be for granted, but magical properties could require study and research. Or does not, depending on what kind of campaign you want to run.
I like the fundamental idea that a character's power does not come from his items but from his own, his experience and his training. I think that spells, powers and magic items are just different ways to "express" this innate power. This makes it easier to not have magic items in a game.
Basically: If you're just some naked guy standing around, you have certain abilities you can use. If you get some decent gear, maybe learn a spell and even get a magic item, you can use all the abilities you could use before, or you could try to use something else.
I also like to express this powers in metagame resources - stuff that hasn't a strict real/gane world interpretation, e.g stuff like ACtion Points instead of the number of arrows still available - that you have to expend wisely. Both inside a single combat and over an extended period of time.
So, here's one idea.
Characters have Action Points and Heroic Surges. A character can spend these to use certain special techniques (combat maneuvers, spells, and so on) he knows or has otherwis acces to. Spending them represents expending extraordinary effort. Action Points are more short-term boosts of adrenaline and also describe the ability to read the environment and manipulate it, while heroic surges requires basically expending some of your own lifeforce, something with the potential to hurt yourself even.
So, for example, a spell under this paradigm:
Isaac's Flawless Hail of Unerring Missiles
The Archmage Isaac developed a spell that he considered as one of his masterpieces - an offensive spell that would never fail to hit its intended target. The spell can be used to create small projectiles of force and target them at any creature within range, never missing. The spell in its most powerful form can create multiple missiles that all hit targets within a certain area. .
- Minor Technique (At-Will): Deal 2d4+INT damage to one target within 100 ft.
- Advanced Technique (Action Point): Deal 2d10+INT damage to one target within 500 ft.
- Masterful Technique (Heroic Surge): Deal 2d10+INT damage to all enemies in a 20 ft Burst within 100 ft.
Leather Armor
The typical armor worn by most guardsmen and street thugs.
- Passive: +2 armor bonus to Armor Class
- Advanced Technique (Action Point, Interrupt)
Dodge:
Trigger: An enemy hits you with a melee or ranged attack. Effect: The enemy rerolls the attack, using the lower dice roll. If he still hits, you can reduce the damage from the attack by 5 points.
Plate Armor is heavy armor and must be tailored to its wearer. Common only among Noblemen and Knights.
- Passive: +8 armor bonus to Armor Class, but The character can no longer apply his Intelligence or Dexterity Modifier to Armor Class.
- Advanced Technique (Action Point, Minor Action):
Immovable Defender: Until the end of your next turn, you reduce all damage taken by 5 points, and you ignore forced movement.
Longsword
A common military weapon. Most soldiers and knights are trained in its used.
Damage: 1d8; Accuracy: +3
- Advanced Technique (Action Point, FreeAction):
Powerful Strike:
Trigger: You hit with an attack with this weapon.
Effect: You deal +1[W] damage. - Masterful Technique (Heroic Surge, Free Action):
Parrying Strike:
Trigger: You hit with an attack with this weapon.
Effect. You deal +2[W] damage and gain a +2 bonus to your defenses until the end of your next turn.
A magic weapon:
Holy Avenger
A masterpiece of magical power, the holy avenger is infused with divine power. It's singular purpose is to destroy all evil. In the past, it was carried mostly by highly respected Clerics and Paladins, and owning it is a great honor. It has never brought luck to any evildoers, as those attempting to wield it quickly find their demise - even those that get rid of it.
Base Item: Greatsword. The Holy Avenger has all the traits of a Greatsword, plus these additional:
- Passive: The holy avenger radiates a holy light. The user can turn off this ability, but when using its magical properties, the light flares up a gain until the end of the wielder's next turn.
- Passive: The holy avenger warns the wielder of evil outsiders and undeads within 500 ft. As a standard action, a good aligned wielder can pinpoint the location of any such creature.
- Advanced Technique (Action Point, Free Action):
No Escape for Evil:
Trigger: You miss with an attack using the holy avenger
Effect: Reroll the attack. If you still miss, you regain the action point expended for this power. - Masterful Technique (Heroic Surge, Standard Action):
Holy Light:
Close Area Burst 20 ft. Make a weapon attack with the avenger against all enemies in the area. This attack deals radiant damage and the creature is blinded until the end of the wielder's next turn. - Masterful Technique (Heroic Surge, Standard Action):
Light of Relevation:
Target one creature within line of sight. The creature cannot lie and cannot benefit from invisiblity, concealment and cover until the end of your next turn. You can sustain this ability for up to 5 minutes as a standard action.
And for the "mystery" inclinded - all the specific "techniques" may require exploration and mastering the item. Mundane stuff may be for granted, but magical properties could require study and research. Or does not, depending on what kind of campaign you want to run.
Last edited: