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D&D Older Editions, OSR, & D&D Variants
My 4e problem.
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<blockquote data-quote="The_Warlock" data-source="post: 4727113" data-attributes="member: 21215"><p>That said, tones of Tenser's Transformation from Prior Editions comes to mind.</p><p></p><p>If it were me, I would look up the Tenser spells from the old Greyhawk Adventures hardbound for inspiration.</p><p></p><p>Nature Themed powers that give a certain number of rounds of Enhanced Defense, or melee nature powers with a "Brutal" component giving them a minimum damage, or powers which give temp hit points only to the mage.</p><p></p><p>Then mix them with some summons so that they can have helpful flankers. Another thought would be that the Green Magi's summoned creatures are "defenders" in the sense that the Mark a target, so that it and the Green Mage can melee an enemy, but most enemies will focus on the summoned creature, "effectively" increasing the Green Magi's defense/hit points by reducing his likelihood of being targeted.</p><p></p><p>Going too focused on summons I think will keep the Green Mage OUT of the front line, which doesn't sound like something you want (based on the "wallop" concept). </p><p></p><p>Perhaps an encounter power called "Relentless Revival" which allows the Green Mage to heal himself from unconsciousness but only if he was in melee when he was KO'd.</p><p></p><p>I'm now going back in this thread and re-reading some stuff, but figured an unenlightened brainstorm post might be useful.</p></blockquote><p></p>
[QUOTE="The_Warlock, post: 4727113, member: 21215"] That said, tones of Tenser's Transformation from Prior Editions comes to mind. If it were me, I would look up the Tenser spells from the old Greyhawk Adventures hardbound for inspiration. Nature Themed powers that give a certain number of rounds of Enhanced Defense, or melee nature powers with a "Brutal" component giving them a minimum damage, or powers which give temp hit points only to the mage. Then mix them with some summons so that they can have helpful flankers. Another thought would be that the Green Magi's summoned creatures are "defenders" in the sense that the Mark a target, so that it and the Green Mage can melee an enemy, but most enemies will focus on the summoned creature, "effectively" increasing the Green Magi's defense/hit points by reducing his likelihood of being targeted. Going too focused on summons I think will keep the Green Mage OUT of the front line, which doesn't sound like something you want (based on the "wallop" concept). Perhaps an encounter power called "Relentless Revival" which allows the Green Mage to heal himself from unconsciousness but only if he was in melee when he was KO'd. I'm now going back in this thread and re-reading some stuff, but figured an unenlightened brainstorm post might be useful. [/QUOTE]
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