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General Tabletop Discussion
*Dungeons & Dragons
Rage mechanic (PEACH)
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<blockquote data-quote="JesterOC" data-source="post: 4480397" data-attributes="member: 42841"><p>Can you guys help me out on this...</p><p></p><p>Here is what I am trying to accomplish. </p><p></p><p>I want the player to be able to rage if they need to during a fight. </p><p>I don't want to lock it down to once per day but not as easy to do as once per encounter.</p><p>I want it to have a very noticeable combat effect which increases their hitting power but opens them up to attacks. </p><p>I want the rage to increase their durability to handle some of the extra damage that will come their way when they do rage.</p><p>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. </p><p></p><p>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. </p><p></p><p>[Feat]</p><p>Berserk Rage </p><p>Prerequisites: Str 13+ </p><p>Benefit: Can Invoke the power Rage. </p><p></p><p>[Power]</p><p>Rage Power </p><p>Encounter Martial </p><p>Move Action. </p><p>Effect: You spend two healing surges but regain no hit points. You are under the effect of the rage condition. </p><p>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. </p><p></p><p>[Condition]</p><p>Rage: </p><p>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.</p><p></p><p>So here is how it compares to my desires</p><p>I don't want to lock it down to once per day but not as easy to do as once per encounter.</p><p>Using the healing surges should make someone pause before trying to use this every encounter.</p><p>Also the chance of hitting your friends helps reduce this.</p><p></p><p>I want it to have a very noticeable combat effect which increases their hitting power but opens them up to attacks. </p><p>+2 to hit and and damage should be noticable as well as the -5 to defense.</p><p></p><p>I want the rage to increase their durability to handle some of the extra damage that will come their way when they do rage.</p><p>The resist 5 reduces damage but they will still get hurt by most all normal creatures.</p><p></p><p>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. </p><p>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?</p><p></p><p></p><p>Thanks to all who spend the time to read and reply.</p><p></p><p>JesterOC</p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="JesterOC, post: 4480397, member: 42841"] 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. [/QUOTE]
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