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My own take on d20: H20 [Help much appreciated]

What about it?

It's still very restrictive (only in difficult terrain; only against 1 foe; only if that foe is at least 1 zone away). It makes a castle battlement, while resisting a siege, fairly useless (only impedes 1 archer, useless against the guys on scaling ladders, etc), which just seems wrong.
The idea of using feats and features to make it faster is a good one.

I'd go with something more like:
If the DM agrees that there are appropriate objects in the character's current zone, she may take a move action to get a +2 bonus to Reflexes from all opponents and to deny line of sight from opponents at least 1 zone distant (either or both can have exceptions at DM discretion). The effect ends on the start of the character's next turn.
That's what I would go with. Something that's always useful and worth doing, but can be bypassed when the DM decides that it makes sense to do so.
P.S: Do you have any idea about the reason why I do not receive any mail about this thread, despite having subscribed to it (and having set instant mail notification)?
Sorry, no.
 

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@Nonei: Thank you for your suggestion.

If the DM agrees that there are appropriate objects in the character's current zone, she may take a move action to get a +2 bonus to Reflexes from all opponents and to deny line of sight from opponents at least 1 zone distant (either or both can have exceptions at DM discretion). The effect ends on the start of the character's next turn.
Mmm... I would rather add another terrain feature called (how should I call it?) cover-providing, therefore not limiting the tactic to difficult terrain. So:
In a cover-providing terrain, the character can take a move action and get a +2 bonus to Stealth checks and Reflexes and to deny line of sight from and to a single opponent. The effect ends on the start of the character's next turn.

Then, under Stealth.
Vanishing (Only Trained): A character trained in Stealth can take cover as a minor action once per encounter.

IMPROVED COVER [TALENT, ROGUE]
Requirements: Trained in Stealth.
Benefit: When taking cover, the character denies line of sight from and to an additional number of opponents equal to her Dexterity.

SUPERIOR COVER [TALENT, ROGUE]
Requirements: Trained in Stealth, Improved cover, mental modifier +2.
Benefit: When taking cover, the character denies line of effect from and to a single opponent whose line of sight is already being denied by cover.

Then, I'd like to add another talent letting a Rogue take cover from other creatures.
 

Oh!
My bad, I thought you wanted a cover system that was for everyone. I didn't realize that it was a Rogue feature to let him avoid ranged attacks from one foe, and start hiding to set up sneak attack. With that as your goal, those are fine mechanics. Terribly confusing name, but fine mechanics.

How about you name the terrain "Covering Terrain".
 

My bad, I thought you wanted a cover system that was for everyone. I didn't realize that it was a Rogue feature to let him avoid ranged attacks from one foe, and start hiding to set up sneak attack. With that as your goal, those are fine mechanics. Terribly confusing name, but fine mechanics.
No, Cover is a mechanic for everyone. So is the Stealth "trick".

Only the more advanced feature are Rogue-exclusive, but if you find them limiting I can simply switch them to feats.

How about you name the terrain "Covering Terrain".
Simple and effective, thank you.
 

Then, to another topic:
As far as it stands now, there are only two way to heal in combat: Second wind and the Cure spell. More properly, only the first heals you, because the second gives you temporary hp. But that's not important now. A feat lets you use your second wind for an ally, but other than that there is no way, for a non-spellcaster to heal herself or another. So, what about transforming the Cure spell in a feat?

HEARTEN [FEAT]
Requirements: Trained in Persuasion, Inspire courage, mental modifier +2.
Benefit: As a standard action, the character grants 2d6 temporary hps to herself or any ally within 1 zone. These hps are lost first, do not stack with other temporary hps and are lost anyway at the end of the encounter.
 

Into the Woods

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