Minor changes to make the rules simulate Super Heroes (now with 50% more Thor!)

My suggestions:

Make the Action Point available every encounter.

Magic Item Daily Powers are usable once per day per Item Slot.

Only use Milestones for the secondary bonuses on Rings and certain other magic items.

Give PCs Implement/Weapon Expertise and Paragon Defenses from Player's Handbook 2 as bonus feats to mitigate 4Es Monster/PC mathemathical imbalances.

When a monster is reduced to 0 hit points it is just down and unconscious, it takes a Coup de Grace to kill a monster.

A PC or Monster is Pushed 2 squares on a critical hit with an At-Will or Encounter attack power, 5 squares with a Daily power.

Use Heroclix minis to represent your players PCs on the battlegrid. :)
 

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I dont like this idea

Paragon teir IS SUPER-HERO TEIR.

I feel if your doing it right, you don't need to modify or create special rules to tell your story.

Just my two coppa
 

I dont like this idea

Paragon teir IS SUPER-HERO TEIR.

I feel if your doing it right, you don't need to modify or create special rules to tell your story.

Just my two coppa

At the risk of sounding like a jerk, your comment smacks of threadcrapping.

I'm intentionally attempting to turn up my game to "11"...thus requests to amp up the superhoero-ishness. If you don't want to turn it up to 11 you don't have to........but don't ruin my fun.
 

Allow personal affects provided by powers to be sustained by a minor action. Only one may be sustained at a time.

Superheroes rarely increase their AC, reflexes, increase their speed or have the ability to fly for only six seconds (one turn). This is all to often the case in DnD.

If the secondary affects seem at least semi persistent you're heroes will feel all the more super.


I don't think you're two step minions are a bad idea, but also wouldn't suggest writing minions, as is, off all together. I would instead use both. Take the above suggestions for minions when you want that kind of super feeling, and when you need to prevent something that should be tougher without being too challenging use you're original idea. It will certainly keep your players guessing.
 

So your idea to make the game feel more superheroic is to make the players feel -less- heroic?

Superheroes had a tendancy to drop tons of mooks -instantly-

Use -more- minions -as is- and you're doing it right.

Minions and solos and traps. That's the trick.
 

Make more minions that is apply minion like it was a template to things which are not normally minions... just cause its a griffon doesnt mean it is significant to the story.
 

One other decent trick is to take normal critters that aren't minions, eyeball 'em and just make them your two-hit minions - first hit bloodies, second hit kills, ignore any completely trivial damage (ie, Cleave, Armor of Agathys) type stuff for that though. Then double the number of them. Or make something else an Elite.
 

Thing is, if you're setting up minions as two-shot or making them more durable, then you're not understanding what purpose they are for.

They are for players to drop en-masse so they can feel like superheroes.

Hell, the DMG2 just outs and says it.

So, if the idea is to make your players feel like superheroes, then you should introduce stuff that makes them feel superheroic, not stuff that is a nerf to the game disguised as 'superheroic' that won't fool anyone.

So, you need minions, and supervillains. Big Bads that -don't- go down easy and require teamwork to take on.

So tons of minions, the occasional tougher monsters in there that aren't real threats but take time to take down, and Solos that aren't necessary the big dragonny dragons that you see, humanoid sized with Solo-sized stats, attacks, powers, etc.

Also, it's not a superhero game until you have a deathtrap.
 

You should push stunts. Comics are full of things the heroes only do once. Make them a "Do something cool" encounter power, and a "do something awesome!" daily power, and just base it off the pg 42 guidelines.

I run an M&M game, and this factor is a big part of why I don't want to adapt 4e to my supers game. My players get a lot of mileage from Alternate Powers (if you're familiar with M&M lingo), and I wouldn't want to take that away from them.

PS
 


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