Modular powers (build yer own)

I don't have my books in front of me, but I recall that all the at-will martial powers for fighters, rangers, and rogues basically boil down to: Name Choose two of the following:
  • Make a basic attack (you can choose this twice).
  • Move 2 squares.
  • Have your attack target Reflex.
  • Have your attack deal +2 or 3 damage to the same target or an adjacent target if you hit.
  • Move the target one square.
With some tweaks of course, but is that basically a fair assessment? I was pondering creating a very basic "Warrior" class for one of my players who doesn't like the whole at-will/encounter/daily structure of powers. He's cool with some sort of energy/rage/ki meter for each encounter, but he hates that he might know a move but can only use it once every 5 minutes. I was thinking of basically letting the character just pick any two whenever he attacks, and have an energy rating that he could spend to make any given attack stronger, in place of encounters or dailies. Basically each attack would be worth a standard action and a half, give or take. Does that sound feasible, or do you think it's a bad idea, and if so, why?
 

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That looks fine, but I'd be tempted to try to rip the power points subsystem off of the psion and adapt it somehow.


Cheers,
Roger
 


Do you think he would like something like this?

[SBLOCK]The Armsman
"I attack."

Class Traits
Role: Striker. You are able to make damaging attacks with your weapons. You also have high hit points and good armor, so you lean towards defender as a secondary role.
Power Source: Martial. You depend on your fighting skill and the occasional stroke of luck.
Key Abilities: Strength, Dexterity, Constitution.

Armor Proficiencies: Cloth, leather, hide, chainmail, scale, plate; light shield, heavy shield
Weapon Proficiencies: Simple melee, military melee, simple ranged, military ranged
Bonus to Defense: +1 Fortitude, +1 Reflex

Hit Points at 1st Level: 15 + Constitution score
Hit Points per Level Gained: 6
Healing Surges per Day: 7 + Constitution modifier

Trained Skills: Athletics and Endurance. From the class skills list below, choose one more trained skill at 1st level.
Class Skills: Athletics (Str), Endurance (Con), Intimidate (Cha), Streetwise (Cha)

Class Features: Armsman Weapon Talent, Background Skill, Combat Flexibility​
An armsman is a competent warrior that functions well in melee and at range. He focuses on making simple but effective attacks.

Armsman Class Features
Armsman Weapon Talent
You gain a +1 bonus to attack rolls and a +2 bonus to damage rolls when you use a power that has the weapon keyword. The bonus to damage rolls increases to +3 if you use a two-handed weapon or a versatile weapon wielded in two hands.
At 11th level, the bonus to damage rolls increases to +4, or +6 if you use a two-handed weapon or a versatile weapon wielded in two hands.
At 21st level, the bonus to damage rolls increases to +6, or +9 if you use a two-handed weapon or a versatile weapon wielded in two hands.

Background Skill
You gain training in one additional skill.

Combat Flexibility
You may expend an armsman encounter attack power to use any other armsman encounter attack power of lower level, even if it is one that you do not know.​

Armsman Powers

Unlike most other classes, an armsman does not need to choose encounter, daily or utility powers because there is only a single power at each level. An armsman only needs to select two of the three at-will powers available to him at 1st level (a human armsman does not even need to make this choice). When an encounter or daily attack power allows an armsman to use an at-will armsman attack power, he may select an at-will armsman attack power that he does not know.

Most armsman powers allow you to use Strength instead of Dexterity for ranged attack rolls and damage rolls when you use a weapon with the heavy thrown property, and Dexterity instead of Strength for melee attack rolls and damage rolls when you use a light blade. This is indicated in the text of the powers.

Level 1 At-Will Exploits

Weapon Attack
Armsman Attack 1
You attack your opponent.
At-Will * Martial, Weapon
Standard Action
Melee or Ranged weapon
Target: One creature
Attack: Strength vs. AC (melee or ranged with heavy thrown weapon) or Dexterity vs. AC (ranged or melee with light blade)
Hit: 1[W] + Strength modifier + Dexterity modifier damage.
Increase damage to 2[W] + Strength modifier + Dexterity modifier damage at 21st level.

Weapon Interference
Armsman Attack 1
Your attack interferes with your opponent's attack.
At-Will * Martial, Weapon
Standard Action
Melee or Ranged weapon
Target: One creature
Attack: Strength vs. AC (melee or ranged with heavy thrown weapon) or Dexterity vs. AC (ranged or melee with light blade)
Hit: 1[W] + Strength modifier damage (melee or ranged with heavy thrown weapon) or 1[W] + Dexterity modifier damage (ranged or melee with light blade), and the target takes a -2 penalty to attack rolls until the end of your next turn.
Increase damage to 2[W] + Strength modifier damage (melee or ranged with heavy thrown weapon) or 2[W] + Dexterity modifier damage (ranged or melee with light blade) at 21st level.

Weapon Trick
Armsman Attack 1
Your attack leaves your opponent less able to defend against your next attack.
At-Will * Martial, Weapon
Standard Action
Melee or Ranged weapon
Target: One creature
Attack: Strength vs. AC (melee or ranged with heavy thrown weapon) or Dexterity vs. AC (ranged or melee with light blade)
Hit: 1[W] + Strength modifier damage (melee or ranged with heavy thrown weapon) or 1[W] + Dexterity modifier damage (ranged or melee with light blade), and you gain a +2 bonus to the next attack roll you make against the target before the end of your next turn.
Increase damage to 2[W] + Strength modifier damage (melee or ranged with heavy thrown weapon) or 2[W] + Dexterity modifier damage (ranged or melee with light blade) at 21st level.​
Level 1 Encounter Exploit
Power Surge
Armsman Attack 1
A surge of adrenaline allows you to hit hard.
Encounter * Martial, Weapon
Standard Action
Effect: Use an armsman at-will attack power. If the attack hits, you deal an additional 1[W] damage.​
Level 1 Daily Exploit
Dazing Luck
Armsman Attack 1
A lucky hit hinders your opponent for a short while.
Daily * Martial, Reliable, Weapon
Standard Action
Effect: Use an armsman at-will attack power. If the attack hits, you deal an additional 1[W] damage and the target is dazed until the end of your next turn.​
Level 2 Utility Exploit
Dart and Sprint
Armsman Utility 2
A surge of adrenaline allows you to move quickly.
Encounter * Martial
Minor Action
Personal
Effect: You may shift one square. You also gain a +2 bonus to your speed until the start of your next turn.​
Level 3 Encounter Exploit
Swift Surge
Armsman Attack 3
A surge of adrenaline allows you to make two quick, simple attacks.
Encounter * Martial, Weapon
Standard Action
Melee or Ranged weapon
Targets: One or two creatures
Attack: Strength vs. AC (melee or ranged with heavy thrown weapon) or Dexterity vs. AC (ranged or melee with light blade), two attacks. You may make any combination of melee and ranged attacks, and you may target a different creature with each attack.
Hit: 1[W] + Strength modifier damage (melee or ranged with heavy thrown weapon) or 1[W] + Dexterity modifier damage (ranged or melee with light blade) per attack.​
Level 5 Daily Exploit
Lucky Graze
Armsman Attack 5
A lucky hit gets through your opponent's defences.
Daily * Martial, Weapon
Standard Action
Melee or Ranged weapon
Target: One creature
Attack: Strength vs. AC (melee or ranged with heavy thrown weapon) or Dexterity vs. AC (ranged or melee with light blade)
Hit: 4[W] + Strength modifier damage (melee or ranged with heavy thrown weapon) or 4[W] + Dexterity modifier damage (ranged or melee with light blade).
Miss: Half damage.
Special: If the target does not take damage from this power, it is not expended.​
Level 6 Utility Exploit
Combat Vigor
Armsman Utility 6
A surge of adrenaline grants you greater endurance.
Encounter * Martial
Minor Action
Personal
Effect: You gain temporary hit points equal to 5 + your Constitution modifier. If you are bloodied, the number of temporary hit points you gain equals 5 + half your level + your Constitution modifier instead.​
Level 7 Encounter Exploit
Follow-Up Surge
Armsman Attack 7
A surge of adrenaline spurs you to follow up on a successful attack.
Encounter * Martial, Weapon
Standard Action
Effect: Use an armsman at-will attack power. If the attack hits, you may make a melee or ranged basic attack against the target.​
Level 9 Daily Exploit
Devastating Luck
Armsman Attack 9
A lucky hit threatens a vulnerable spot on your opponent.
Daily * Martial, Reliable, Weapon
Standard Action
Effect: Use an armsman at-will attack power. If the attack hits, you deal an additional 3[W] damage.​
Level 10 Utility Exploit
Combat Resilience
Armsman Utility 10
A surge of adrenaline allows you to recover more quickly.
Encounter * Martial
Minor Action
Personal
Effect: You gain a power bonus to all saving throws equal to your Constitution modifier until the start of your next turn.​
Level 13 Encounter Exploit
Furious Surge
Armsman Attack 13
A surge of adrenaline allows you to hit harder.
Encounter * Martial, Weapon
Standard Action
Effect: Use an armsman at-will attack power. If the attack hits, you deal an additional 2[W] damage.​
Level 15 Daily Exploit
Stunning Luck
Armsman Attack 15
A lucky hit leaves your opponent unable to act for a short while.
Daily * Martial, Reliable, Weapon
Standard Action
Effect: Use an armsman at-will attack power. If the attack hits, you deal an additional 2[W] damage and the target is stunned until the end of your next turn. Aftereffect: The target is dazed until the end of your next turn.​
Level 16 Utility Exploit
Combat Evasion
Armsman Utility 16
A surge of adrenaline allows you to reduce the effect of an attack.
Encounter * Martial
Immediate Interrupt
Personal
Trigger: You are hit by an attack
Effect: You take half damage from the attack. If the attack imposes an effect that a save can end, you may make an immediate saving throw against the effect.​
Level 17 Encounter Exploit
Rapid Surge
Armsman Attack 17
A surge of adrenaline allows you to make three quick, simple attacks.
Encounter * Martial, Weapon
Standard Action
Melee or Ranged weapon
Targets: One, two or three creatures
Attack: Strength vs. AC (melee or ranged with heavy thrown weapon) or Dexterity vs. AC (ranged or melee with light blade), three attacks. You may make any combination of melee and ranged attacks, and you may target a different creature with each attack.
Hit: 1[W] + Strength modifier damage (melee or ranged with heavy thrown weapon) or 1[W] + Dexterity modifier damage (ranged or melee with light blade) per attack.​
Level 19 Daily Exploit
Lucky Break
Armsman Attack 19
A lucky hit breaks through your opponent's defences.
Daily * Martial, Weapon
Standard Action
Melee or Ranged weapon
Target: One creature
Attack: Strength vs. AC (melee or ranged with heavy thrown weapon) or Dexterity vs. AC (ranged or melee with light blade)
Hit: 6[W] + Strength modifier damage (melee or ranged with heavy thrown weapon) or 6[W] + Dexterity modifier damage (ranged or melee with light blade).
Miss: Half damage.
Special: If the target does not take damage from this power, it is not expended.​
Level 22 Utility Exploit
Lucky Dodge
Armsman Utility 22
A stroke of luck enables you to avoid an attack.
Daily * Martial
Immediate Interrupt
Personal
Trigger: You are hit by an attack
Effect: The attack misses.​
Level 23 Encounter Exploit
Follow-Through Surge
Armsman Attack 23
A surge of adrenaline spurs you to follow through with a successful attack.
Encounter * Martial, Weapon
Standard Action
Effect: Use an armsman at-will attack power. If the attack hits, you may use the same armsman at-will attack power or another armsman at-will attack power against the target.​
Level 25 Daily Exploit
Deadly Luck
Armsman Attack 25
A lucky hit threatens a vital spot on your opponent.
Daily * Martial, Reliable, Weapon
Standard Action
Effect: Use an armsman at-will attack power. If the attack hits, you deal an additional 5[W] damage.​
Level 27 Encounter Exploit
Destructive Surge
Armsman Attack 27
A surge of adrenaline allows you to hit even harder.
Encounter * Martial, Weapon
Standard Action
Effect: Use an armsman at-will attack power. If the attack hits, you deal an additional 3[W] damage.​
Level 29 Daily Exploit
Incapacitating Luck
Armsman Attack 29
A lucky hit leaves your opponent helpless for a short while.
Daily * Martial, Reliable, Weapon
Standard Action
Effect: Use an armsman at-will attack power. If the attack hits, you deal an additional 3[W] damage and the target is unconscious until the end of your next turn or until it takes damage. Aftereffect: The target is stunned until the end of your next turn. Aftereffect: The target is dazed until the end of your next turn.​
[/SBLOCK]
 

I haven't seen the psion. What's the gist of it (or is there a thread some place that has some detail)?
The key idea behind the psion is that he only gets at-will powers and daily powers, but he can replace his 1st-level at-will powers with higher-level at-will powers as he goes up in level. In addition, he has a small pool of power points which he can use to augment his at-will powers and which refresh after every short rest. A psion starts with two power points and gains more as he increases in level. The rule of thumb seems to be that two power points enhance an at-will power to an encounter power, but most at-will powers also have a "lesser" augment that gives a small increase in effect for just one power point. A 1st-level psion could thus spend both his power points at once to get an encounter power level effect once per encounter, or spend them both separately to get a smaller increase in effect twice per encounter.

The psion is discussed more fully here.
 

Basically what I've come up with is a 10-tier system:

Power Rating (PR)
PR 1 - basic attacks & normal combat options only
PR 2 - roughly equivalent to at-wills
PR 3 - level 1 encounters
PR 4 - level 3
PR 5 - level 7
PR 6 - level 11 (like for a paragon path)
PR 7 - level 13
PR 8 - level 17
PR 9 - level 23
PR 10 - level 27


The idea is that every maneuver is a standard action that lets you pick from a list of options, and what options you have access to depends on your Power Rating. PR 1 is just basic attacks, but at PR 2 and above you either pick one option from that list or two options from a lower list (or multiple from a yet lower list).

I'm working up a class, let's call it 'Warrior,' which uses this system. A 1st level warrior starts with PR 1 as a baseline, and he picks a 'Fighting Style' feat which gives him access to PR 2 options of that particular style, while using the appropriate weapon. Also, he can 'Battle Surge,' which increases his PR by 2 for 1 attack, but he can only do it so often.

For instance, he might have the Woodland Archer fighting style, which would have a list of options from PR 1 to PR 10 that focus on fast movement and quick attacks. As he goes up in level and his PR increases, he could mix and match to create his own maneuvers.

The Woodland Archer style could fit for strikers. The Spartan Hoplite could work for a defender. Incursion Commander could work for a leader. Mongolian Horseman could be a controller.

Overall he'll have about the same power level as any other class, because his powers are all pretty much at will, but they're slightly less powerful than what a fighter or rogue at the same level could pull off with his encounters or dailies.

I have the concept pretty clear in my head. Now I just need to come up with fighting styles and lists of options.
 
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Might this end up being the start of a 4e Elements of Magic? That was by and large my favorite 3.x book, and I'd love a similar system for 4e. If I ever run 3.x again, I'll be basing it off of that and tha Codex Persona.
 

Hmmm, yeah, 4e could have been designed this way. I'm not really clear as to why it wasn't. The core system will certainly accommodate these kinds of classes. Kind of remains to be seen which style really works best.
 

Hmmm, yeah, 4e could have been designed this way. I'm not really clear as to why it wasn't. The core system will certainly accommodate these kinds of classes. Kind of remains to be seen which style really works best.

Well the trick lies in balancing breadth of options with ease of play. I know how much I personally hate it when what should be a tense combat slows down because a player is flipping through his power cards trying to figure out what to do. I hope that as I work on this system it will lend itself to easy memorization, negating the need for power cards.
 

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