Minor Action to Boost other Action/Power

Goonalan

Legend
Supporter
It's as simple as that-

A bunch of my players still have found little use for their Minor Action, I've suggested for the next few sessions they can improve one of their other actions each turn by using their Minor Action as a boost.

Example-

PC needs to hussle across chamber to get to the action- square count is bad, not going to make it- even running, one square short.

Result use Athletics, Endurance or whatever skill fits the bill- big score and the PC gets Move+1, or some other, for the turn. Obviously I get my PCs to describe their action.

Need a +1 To Hit versus the bad guy, then use a Bluff, Intimidate, Acrobatics, or any other that fits the bill as a Minor Action to distract, distress or just bend with the wind to find the opening.

Same for anything really- +1 to damage, that's easy Athletics again, or even Intimidate...

No big changes just a little 5% boost here and there, an extra point of damage (more at Paragon/Epic perhaps), or a nice hussle/effect that gets the PCs where they need to be.

Obviously the '20' Skill Check and you can double the bonus, or whatever.

And the '1', well that's a fail but it the PC still hits, moves or whatever- just not as far, or not as well- reduce movement, reduce damage- whatever.

Is this just obvious?

Cheers PDR
 

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My group has 6 players, so combat already runs slow. This idea is interesting, but it would make turns take even longer. It also could be a bit unfair to the classes that do have useful minor actions, such as sustaining a spell, putting warlock's curse on a target, or using a healing power. They would have fewer chances to make use of the new options, but that may not be a big issue.

I wouldn't allow it every turn, especially for extra hit or damage, but it might work well for positioning problems. A skill check and minor action to move one more square could be cool, and is situational enough to not bog down combat overmuch. Thanks for the idea.
 

My group has 6 players, so combat already runs slow. This idea is interesting, but it would make turns take even longer. It also could be a bit unfair to the classes that do have useful minor actions, such as sustaining a spell, putting warlock's curse on a target, or using a healing power. They would have fewer chances to make use of the new options, but that may not be a big issue.

I wouldn't allow it every turn, especially for extra hit or damage, but it might work well for positioning problems. A skill check and minor action to move one more square could be cool, and is situational enough to not bog down combat overmuch. Thanks for the idea.

Here's the example-

Wizard rolls for attack- needs 15 to hit, states and describes action which involves using his Arcana skill to boost the attack in some way- see the players description.

I only allow the PCs to do this if they describe what they are doing, and they can't keep using the same skill (or description) every round.

Results-
rolls 1-13- nothing happens Minor action wasted.
rolls 14- Roll 2nd D20 Arcana successful check (use same stat where possible- so DC15) and he turns a miss in to a hit [PC very happy]. Failure= miss still [but tension added].
rolls 15+ Roll 2nd D20 Arcana successful check and extra damage added, or some other effect. Miss and normal damage done.

The good stuff comes when you get a '20' and a '20' I suppose- we've not had it happen yet.

If you like you can also roll the skill check if the player rolls a '1' on the To Hit.

We've had some good ones so far, a Fighter yelling 'Owlbear' and looking behind the guy he was attacking (Bluff check)- this happened in a manor house, how the Owlbear would have got there...

A Wizard making threats using his Intimidate check.

Basically each of my players has a list of their best skills now, first round they start at the top of the list and work their way down- trying to find some way to employ the other skills they are effective with- or else they just go for it, it's free afterall.

It also helps a little with the players describing the action, they tend to have something else to think about, so it's not just 'I run up there and bash him with my hammer', it changes to (with added Insight check), 'I run up there, eyes locked on the Goblin watching his every move, trying to predict the best place to deliver my hammer blow- like where the little bastard's head will be."

If anything it turns misses in to hits, and hits in to hits that do a little more damage.

I need a few more games with it but I think its making for a slightly quicker combat.

Cheers PDR
 

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