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Rage mechanic (PEACH)

JesterOC

Explorer
Can you guys help me out on this...

Here is what I am trying to accomplish.

I want the player to be able to rage if they need to during a fight.
I don't want to lock it down to once per day but not as easy to do as once per encounter.
I want it to have a very noticeable combat effect which increases their hitting power but opens them up to attacks.
I want the rage to increase their durability to handle some of the extra damage that will come their way when they do rage.
I want their to be a chance that the player under the effects of rage can attack their own party members but if the effects can be mitigated with tactical thinking.

Here is my first idea. Unfortunately it needs a feat, a power and a condition. I suspect that a new condition is a definite no no. But it made everything so much more clean by adding a rage condition. In essence the feat grants the power. The power provides the triggering conditions and costs, and the condition provides the state that can be snapped out of. I can imagine that combining the condition and the feat is the best way... but what are your guys thoughts.

[Feat]
Berserk Rage
Prerequisites: Str 13+
Benefit: Can Invoke the power Rage.

[Power]
Rage Power
Encounter Martial
Move Action.
Effect: You spend two healing surges but regain no hit points. You are under the effect of the rage condition.
The effects last until you make a successful saving throw to exit from your rage or until you fall unconscious. You must have at least two healing surges remaining to use this power.

[Condition]
Rage:
Gain a +2 power bonus to attack rolls and damage rolls with this weapon and take a –5 penalty to all defenses. You also gain resist 5 to all damage. While under rage you must make a melee attack to at least one target adjacent to you at the start of your turn. You may only move if there are no conscious enemies adjacent to you. If there is a visible enemy nearby, you must move or charge towards the nearest enemy.

So here is how it compares to my desires
I don't want to lock it down to once per day but not as easy to do as once per encounter.
Using the healing surges should make someone pause before trying to use this every encounter.
Also the chance of hitting your friends helps reduce this.

I want it to have a very noticeable combat effect which increases their hitting power but opens them up to attacks.
+2 to hit and and damage should be noticable as well as the -5 to defense.

I want the rage to increase their durability to handle some of the extra damage that will come their way when they do rage.
The resist 5 reduces damage but they will still get hurt by most all normal creatures.

I want their to be a chance that the player under the effects of rage can attack their own party members but if the effects can be mitigated with tactical thinking.
By restricting the auto hit to adjacent squares the player will have to position themselves away from party members. I want this to happen infrequently. but perhaps this is too easy to get around. Perhaps force the player to attack anything within two squares?


Thanks to all who spend the time to read and reply.

JesterOC

p.s. I got the core Berserk modifiers from the Berserk weapon magic item. I just did not like the once per day aspect and no chance of attacking party members.
 

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My group did something similar along those lines.

Rage

Whenever I'm bloodied I spend a healing surge to go into rage. I get +2 to attack and damage rolls, and a -5 to all defenses. I gain 5 resist damage, but an attack always does a minimum of 3 damage (2 at 6th, 1 at 8th, 0 at 10th).

This version makes it so I'm not invulnerable to minions.

I'll admit, rage is wonderful in certain fights, but its hardly an automatic awesome. That -5 to defenses HURTS A LOT!!!
 


Thanks guys.

Stalker0.
I like the idea of only being able to use it when bloodied. This does several things.
1) It effectively adds two healing surges to the cost of the power.
2) It allows us to make a better feat in the paragon tier that removes the bloodied restriction and thus allows the power to grow.
3) It reduces the chance to be a instant minion killer as they will most likely be destroyed by the time the character has been bloodied.
4) It adds a great thematic vibe to it.


SadisticFishing
I agree the addition of the con prerequisite feels right. I also like the 5 resistance meaning that you can plow through little guys with almost no care. Especially now that having the character wait until they are bloodied means that their will likely be only a few minions left.

So here is how it looks now.

[Heroic Feat]
Berserk Rage
Prerequisites: Str 13+,Con 13+
Benefit: When bloodied you can invoke the power Rage.

[Paragon Feat]
Quick to Anger
Prerequisites: Berserk Rage feet
Benefit: By spending one healing surge you may invoke the power Rage without the need to be bloodied.

[Power]
Rage Power
Encounter * Martial
Move Action.
Effect: You spend one healing surges but regain no hit points. You are under the effect of the rage condition.
The effects last until you make a successful saving throw to exit from your rage or until you fall unconscious. You have at least one healing surge remaining to use this power.

[Condition]
Rage:
Gain a +2 power bonus to attack rolls and damage rolls with this weapon and take a –5 penalty to all defenses. You also gain resist 5 to all damage. While under rage you must make a melee attack to at least one target within your weapons reach at the start of your turn. You may only move if there are no conscious enemies adjacent to you. If there is a visible enemy within 10 squares, you must move or charge towards the nearest enemy.

Thanks again for the feedback.

JesterOC
 
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JesterOC, I like that version and will probably snag it for my game.

One thought on the {save ends} aspect.. that makes the benefits very random as you could technically initiate the power and then make your save at the end of the turn....

I would suggest dropping the {save ends} but allow other PCs who have 'grant ally save against ongoing condition' abilities to target the rage and grant the barbarian a save before the end of the encounter.
 

I like. Works for me, if any of my players want a rage-type ability, I'll use that :P

Thanks.

EDIT: Whoops, didn't realize at first, but do you mean one EXTRA healing surge for the Paragon tier feat?
 
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SadisticFishing, thats how I read it, heroic teir you have to be bloodied and spend a surge, paragon tier you can {with feat} spend two surges and skip the whole 'get battered to an inch of your life' approach :)
 

It would be easier to do as an ability for a Barbarian. As a feat, this is probably what I would do. Well, it's what I would do if I wanted to follow your instructions.
Rage- Heroic Tier
When Bloodied, you gain a bonus to hit equal to your Dex modifier + 2 and a bonus to damage equal to your Wis modifier + 2. You lose your Dex or Int bonus to AC. You may use a Healing Surge as a Move Action. After half of your Con bonus in rounds, you attack the nearest creature, be it enemy or ally, until you are no longer Bloodied. You leave Rage if you are no longer Bloodied.
Frenzy- Paragon Tier, requires Rage
When Bloodied, you gain a bonus to hit equal to your Dex modifier + 4 and a bonus to damage equal to your Wis modifier + 4. You lose your Dex or Int bonus to AC. You may use a Healing Surge as a Minor Action. You gain Resist 5. After your Con bonus in rounds, you attack the nearest creature, be it enemy or ally, until you are no longer Bloodied. You leave Frenzy if you are no longer Bloodied.
WTF!?- Epic, prerequisites of Rage and Frenzy
When Bloodied, you gain a bonus to hit equal to your Dex modifier + 6 and a bonus to damage equal to your Wis modifier + 6. You lose your Dex or Int bonus to AC. You may use a Healing Surge as a Minor Action or an Immediate Reaction. You gain Resist equal to your Con bonus + half of your level. You leave WTF!? if you are no longer Bloodied.
 

EDIT: Whoops, didn't realize at first, but do you mean one EXTRA healing surge for the Paragon tier feat?

Yes see below. :)

SadisticFishing, thats how I read it, heroic teir you have to be bloodied and spend a surge, paragon tier you can {with feat} spend two surges and skip the whole 'get battered to an inch of your life' approach :)

My main reasoning is that being bloodied is equal to 2 healing surges ( assuming a player wants to heal up at the end of the encounter).
So at the heroic tier after a fight the character is down a minimum of 3 healing surges (2 for the bloodied condition 1 for the rage kicker). Also the resist 5 is less effective because most likely that by the time the character gets bloodied the minions are dead.

At the paragon tier you can opt to kick in the rage at the beginning of the combat, which can significantly improve your ability to cut through minions untouched, and it only costs you 2 surges instead of 3.

Question: Should the the rage benefits increase with the Tiers? I rarely play high (or even mid level) games so I am not used to thinking about scaling for paragon or epic.
 

Engilbrand-

Love the names especially Epic. I think I want to keep the bonuses generic instead of Attribute based. This is mostly because it keeps the bonuses equal to all. It would seem odd that a Strength based fighter gets less of a benefit than a dex based rogue.

You are making me wonder if the benefits should raise with tier though. I will try to find examples of other powers that gain power over level.

Thanks for the input,

JesterOC
 

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