New status effects?

You mean "unfun to me".

Going back to 1st ed, Potion Miscibility, the Deck of Many Things, the Wand of Wonder (Stand back or I'll use it!)... these are but a few exmples of unpredictability is the genetics of D&D.

"Unfun?"?

To you, maybe. Not to me.

Ah, I forget sarcasm doesn't shine well through text. :)

To clarify: unfun per officially defined fun(TM) from the 4E DMG.
 

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Ah, I forget sarcasm doesn't shine well through text. :)

To clarify: unfun per officially defined fun(TM) from the 4E DMG.

Ah, my apologies then. *offers you a coffee and a sandwhich*

I have the 4E core books, though I don't currently run it or play it. I've read parts of the 4E DMG, but not that passage, clearly.

Does it actually say that? What the hell? Where? I got to read that.

If unpredictability was UnFun, doesn't that, taken to its logical conclusion, presage a move to a straight predictable mechanic for the reoslution of all things in the game? Seems to me that diceless D&D is but a few steps away following this train of logic.

Of course, looking at it in that extreme a manner -- naked and exposed under the blaze of the noonday sun -- it's easy to see that such a position cannot be true.
 
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New 4e condition:
Three-ee'd
Your diagonal movement, zones, and area effects count diagonals as 1.5 squares. Characters with the Martial power source lose all access to Powers, but can attack multiple times per round, so long as it's a Basic Attack. If you are a spellcaster, each Power can be used only once before an extended rest.

New 3.5 condition:
Four-ee'd
Your diagonal movement and AoE spells count diagonals as 1 square. You lose all iterative attacks. If you cast spells, you can now cast your 0- and 1st-level spells at will. All of your saving throws become 10.

There. Now we have conditions for two editions!

-O
 

OT: It's good to be king. hehe..

Back on topic:

Status Effects probably will take some control of the PC actions or at least should modify a players action assessment.

Make taking an action have a consequence, at least the player will have an interesting choice to make.

Muddled (Stun replacement): You have difficulty taking actions and making decisions. When taking any action make a Hard* DC Int check, success means you can take that action unhindered.
Failure:
(Standard Action): -5 on any roll for attacks or skill checks and you grant CA until your next turn.
(Move Action): You move your speed in a random direction (use a d12 to determine) and will not avoid OAs. If you meet a obstacle you will try and bull rush it.
(Minor Action): You drop 1d4 random items from your hand or backpack.
Special: You can choose to take no actions and try to regain your senses, if you do you gain a +2 to your saving throw.

* Use the DMG level/DC skill check table for the DC value.
 

Tainted:
* Before using any daily attack power, you must spend a healing surge as a free action to fuel the power. You do not gain healing or other benefit from the use of the surge. If you have no surges to spend, you can not use your daily attack power while this condition is active.


Red-shirted (Special: affects NPCs only, once imposed it lasts until the end of the encounter)
* Narrative device has picked you to die this encounter, converting your hit point total to that for a minion and your equipment is converted to nonmagical versions of the same items to minimize looting.
* Upon death, you cannot be mourned for more than 5 minutes, if at all, and your name, if any, shall be wiped from all memories.
* If you somehow survive the encounter, this condition is removed at the end of the encounter and you return to normal hit point and equipment status.
 

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