New status effects?

Aphasia: The affected person loses the ability to understand and communicate spoken or written words.

One mechanical way to represent this may be that the affected character never counts when figuring out flanking. Perhaps the character also cannot be affected by certain bonuses from other party members (such as warlord powers, which are often PR'd as encouraging language).

Obsessive - You repeat the same standard action each turn. If you could not normally repeat it because the power wasn't at-will, you do repeat it, but lose a healing surge.

That one could be dangerous to game balance. Someone who happens to be obsessively repeating a daily could easily break the game. Losing a healing surge may not be enough of a detriment to cancel that out.
 

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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.

I really like this except for the fact that because it only affects NPCs, the second bullet point is no different from normal.
 

Tunnel Vision - adjacent enemies can flank you as long as there is one other enemy adjacent to you in any square.

Incited - you may not ready actions or delay. (yoinked shamelessly from 3.5)

Tethered X - you may not move or be moved more than X squares from a specific square.

Distracted - you must pass a DC 20 Constitution check to use any encounter or daily powers.
 

Mopper - When a PC swoops in and finishes off an enemy (non-minion) while others have been hacking away at it (a kill-stealer), lose you next action as you stand over the fallen foe and flex.

Lame - When your PC does something lame as viewed by the consensus of the group, you are shamed to go to the fridge and retrieve drinkage for the group. Lose turn if not back in time.

Weaksauce (3.5) - If you critical but roll minimum damage, PC must move to the back of the group and hides head in shame.

Weaksauce (4e) - If you roll minimum damage on a Daily, PC shifts 4 squares to the back of the group and hides head in shame.

Dumbstruck - If player picks up a d12 instead of a d20 to roll an intelligence based skill/power - auto fail.
 

Intoxicated: You suffer a -1 penalty on all attack rolls, skill checks, and defences. However, any time you spend a healing surge, you heal an additional 1d6 points of damage. You deal 2 extra points of damage on all attacks at the heroic tier, 4 at paragon, and 6 at epic. Any time you move more than half your speed or shift, you must make a saving throw or fall prone. Also, for some reason, you think you're funny.

I like it.

However, when using a healing surge, I'd make the additional 1d6 as temporary hp. Once the fight is over and the buzz wears off, you're gonna feel the full brunt of the damage you've taken.
 

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Distracted - you must pass a DC 20 Constitution check to use any encounter or daily powers.
I think this one should give the character a new CON check each round (it wasn't stated explicitly); that way, the affected character could succeed on a DC 20 CON check during one round, and be allowed to use an encounter or daily power that round without thereby losing the Distracted status effect -- so a Saving Throw at end of turn would still be needed, and could be failed, which would continue the requirements for CON checks and saving throws each round.
(Or would it be better to have one successful DC 20 CON check end the condition? I don't like that, because it goes past the save-on-a-10-or-higher mechanic that is designed into 4E. However, it could also be argued that the higher DC should be hard enough to count as a successful save.)
 

What's with all the negative waves, man?

There are more than enough negative conditions already - how about some positive ones?

Hyperactive - You gain an extra two squares of speed, and may shift two squares as a move action, instead of one.

Rebounding - When an opponent affects you with a Push, Pull or Slide effect that moves you a specific distance, you may choose to turn the effect back upon them, moving them up to half the distance they moved you (minimum 1 square).

Positive conditions without a specific duration would use a save-sustains mechanic: A creature subject to the effect must make a saving throw at the end of each turn. On a failed save, the effect ends.
 

All Positive....mix of editions...

Enlightened.....gives you knowledge to avoid an OA this round

Justified....damage you do this round is divine or somesuch

Infused....damage you do is of an element type

Suspicious...+x bonus to sense motive, perception, etc

Destined....can take an 11 on next roll

Deceptive...ignore damage you may have taken due to your alignment

Finessed...gain an extra 'at will / swift ' action this round
 

Frenzied
On your turn, you may not take Walk or Shift actions (but you may Run).

Alienated
All creatures consider you an Enemy (and vice versa) until the condition ends.

Crippled
Your speed is reduced to 1. You may not Run or Shift.
 
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Here's one I've been pondering:

Woozy: Any time you take a move action to actually move or shift, you fall prone at the end of this movement.

At first blush you might say it's choice removing. However, I think it's interesting in that it lets the player decide to move, and then they are penalized. So they can get that move off - but then they'll lose their move action next round to stand up. If they stand still, it is their choice to do so. It becomes a gamble.
 

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