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*TTRPGs General
Removing homogenity from 4e
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<blockquote data-quote="Mustrum_Ridcully" data-source="post: 4933566" data-attributes="member: 710"><p>That would be neat, eh? <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>How "heterogenous" does the game have to be? Do we really need the distinction between "at-will" users like 3E Fighters (or Warlocks) and "daily power users" like 3E Wizards? The distinction between spell slots and power points? Is that the degree of distinction that is required? </p><p></p><p>So, here is one idea. Recharge rates for powers are either at-will or by #of encounters.</p><p></p><p>If you don't like every character to have at-will powers that go beyond the 4E equivalent of basic attacks, you can do that - but please be so nice to give them a fair chance to have these basic attacks still effective. So a Wizard might be allowed to use his Int bonus when wielding a Staff in melee instead of Strength.</p><p></p><p>So, here are the concepts: </p><p>The unit of time is no longer a unit of time. We do count encounters to determine when we regain powers. An Extended Rest (6 hours, once per day) counts as a single encounter for the purposes of healing, but resets all action points.</p><p></p><p>- Characters have healing surge numbers based on their class and are generally expected to start each adventure or similar "narrative unit" with their full complement. </p><p>- Characters start play with one action points.</p><p>- Everyone regains one healing surge per encounter as a baseline. At 11th and 21st level, this increases by another healing surge.</p><p>- Everyone gains one action point per encounter as baseline. At 11th and 21st level, this increases by another action point.</p><p>- You can still use only one action point per encounter to gain an extra action. At 15th level, this increases to up to two action points per encounter.</p><p></p><p>- Characters with the martial power source gain more action points and healing surges than other classes. The baseline is that at 1st, 3rd, 7th and 13th level they either gain one additional action point or one additional healing surge after each encounter. The ratio depends on the class or role. (Defenders tend to get more healing surges, Strikers more action points.)</p><p>- Characters with the martial power source have "encounter" powers. Each power can be used only once per encounter, and activating them costs you a healing surge or an action point. This expenditure represents the physical exertion (healing surge) required for powers as well as the difficulty of seizing the right moment (action point).</p><p>- Powers for characters of the martial power source are about twice as strong as their at-will powers or basic attacks at 1st level and slowly increasing.</p><p></p><p>- Characters of the arcane power source have spells. They can gather up to 4 spell points. They gain one spell point depending on their level: </p><p>1-4: 1 spell point per 3 encounters</p><p>5-8: 2 spell points per 3 encounters</p><p>9-19: 3 spell points per 3 encounters</p><p>20+: 4 spell points per 3 encounters</p><p>At the start of each adventure (or similar narrative unit), spellcasters are assumed to have all spells prepared. </p><p></p><p>- Characters of the arcane power source can spend one spell point to prepare a spell, but restricted in such a way he cannot store simply spells of all his highest level spells, but going down. Once per combat, they can spend 1 action point and 1 healing surge to regain a spell already cast this encounter. At 15th level, they can do this a second time per encounter, but it must be for a different spell. </p><p>- Powers of the arcane source are about 6 times as strong as at-will powers at 1st level, and slowly increasing their power. </p><p></p><p></p><p>This system still allows some minor benefits of resting, but to recover fully you will take very long. It might be advisable to provide (costly) rituals to speed this up. (Maybe the cost of half a magic item of the parties level, usable once per day.)</p><p></p><p>To give a rough impression on power difference:</p><p>Basic Attack: Ability vs defense; 1 [W] or 1d8 + ability modifier damage.</p><p>Martial Attack: Ability vs defense; 2 [W] + ability modifier modifier damage and the target is immobilized.</p><p>Arcana Attack: Area Burst 2; Ability vs defense; 2d8 + ability modifier damage and the target takes ongoing damage 5 (save ends).</p><p>Arcana Attack: Ability vs Defense; 4d8 + ability modifier and the target is stunned until the end of its next turn.</p><p></p><p>Unfortunately, the system doesn't really deal with utility powers yet.</p><p></p><p>The idea is that arcane powers recharge considerably slower but also pack a lot more punch. I am not sure if that is already heterogeneous enough, and off course - why are encounters such an import unit in this game world? <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>But ideally, things should still be relatively "balanced" assuming that people don't just rest for a few days between every encounter.</p></blockquote><p></p>
[QUOTE="Mustrum_Ridcully, post: 4933566, member: 710"] That would be neat, eh? ;) How "heterogenous" does the game have to be? Do we really need the distinction between "at-will" users like 3E Fighters (or Warlocks) and "daily power users" like 3E Wizards? The distinction between spell slots and power points? Is that the degree of distinction that is required? So, here is one idea. Recharge rates for powers are either at-will or by #of encounters. If you don't like every character to have at-will powers that go beyond the 4E equivalent of basic attacks, you can do that - but please be so nice to give them a fair chance to have these basic attacks still effective. So a Wizard might be allowed to use his Int bonus when wielding a Staff in melee instead of Strength. So, here are the concepts: The unit of time is no longer a unit of time. We do count encounters to determine when we regain powers. An Extended Rest (6 hours, once per day) counts as a single encounter for the purposes of healing, but resets all action points. - Characters have healing surge numbers based on their class and are generally expected to start each adventure or similar "narrative unit" with their full complement. - Characters start play with one action points. - Everyone regains one healing surge per encounter as a baseline. At 11th and 21st level, this increases by another healing surge. - Everyone gains one action point per encounter as baseline. At 11th and 21st level, this increases by another action point. - You can still use only one action point per encounter to gain an extra action. At 15th level, this increases to up to two action points per encounter. - Characters with the martial power source gain more action points and healing surges than other classes. The baseline is that at 1st, 3rd, 7th and 13th level they either gain one additional action point or one additional healing surge after each encounter. The ratio depends on the class or role. (Defenders tend to get more healing surges, Strikers more action points.) - Characters with the martial power source have "encounter" powers. Each power can be used only once per encounter, and activating them costs you a healing surge or an action point. This expenditure represents the physical exertion (healing surge) required for powers as well as the difficulty of seizing the right moment (action point). - Powers for characters of the martial power source are about twice as strong as their at-will powers or basic attacks at 1st level and slowly increasing. - Characters of the arcane power source have spells. They can gather up to 4 spell points. They gain one spell point depending on their level: 1-4: 1 spell point per 3 encounters 5-8: 2 spell points per 3 encounters 9-19: 3 spell points per 3 encounters 20+: 4 spell points per 3 encounters At the start of each adventure (or similar narrative unit), spellcasters are assumed to have all spells prepared. - Characters of the arcane power source can spend one spell point to prepare a spell, but restricted in such a way he cannot store simply spells of all his highest level spells, but going down. Once per combat, they can spend 1 action point and 1 healing surge to regain a spell already cast this encounter. At 15th level, they can do this a second time per encounter, but it must be for a different spell. - Powers of the arcane source are about 6 times as strong as at-will powers at 1st level, and slowly increasing their power. This system still allows some minor benefits of resting, but to recover fully you will take very long. It might be advisable to provide (costly) rituals to speed this up. (Maybe the cost of half a magic item of the parties level, usable once per day.) To give a rough impression on power difference: Basic Attack: Ability vs defense; 1 [W] or 1d8 + ability modifier damage. Martial Attack: Ability vs defense; 2 [W] + ability modifier modifier damage and the target is immobilized. Arcana Attack: Area Burst 2; Ability vs defense; 2d8 + ability modifier damage and the target takes ongoing damage 5 (save ends). Arcana Attack: Ability vs Defense; 4d8 + ability modifier and the target is stunned until the end of its next turn. Unfortunately, the system doesn't really deal with utility powers yet. The idea is that arcane powers recharge considerably slower but also pack a lot more punch. I am not sure if that is already heterogeneous enough, and off course - why are encounters such an import unit in this game world? ;) But ideally, things should still be relatively "balanced" assuming that people don't just rest for a few days between every encounter. [/QUOTE]
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