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Salvageable Innovations from 4e for Nonenthusiasts
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<blockquote data-quote="Redbadge" data-source="post: 5598311" data-attributes="member: 61463"><p>The system you described is a lot like the way my "4e" game is run.</p><p></p><p>Also, though save-or-die is mostly absent, it can still be found. One of the WotC articles introduced an Arrow of Slaying consumable that is literally save-or-die. Some supported adventures have monsters that can do ridiculous, and unfair, things.</p><p></p><p>And then there is this, which might be in the hands of the PCs:</p><p></p><p>World-Rending Axe of Total</p><p>Devastation</p><p>Level 25+ Rare</p><p>Presaged in obscure prophecies and foretold by</p><p>blind seers, this axe shatters along its handle</p><p>when smashed into the ground, breaking apart</p><p>the very world from which it was made.</p><p>Lvl 25 +5 625,000 gp</p><p>Lvl 30 +6 3,125,000 gp</p><p>Weapon: Axe</p><p>Enhancement: Attack and damage rolls</p><p>Critical: +1d10 damage per plus</p><p>Property: You gain a +10 bonus to</p><p>Intimidate checks.</p><p>Power (Encounter): Standard Action.</p><p>Plunge the world-rending axe of total</p><p>devastation into the ground, sending</p><p>tremors rippling outward from where you</p><p>stand. Destroy up to 10 squares of terrain</p><p>you can see. These squares do not have to</p><p>be contiguous.</p><p>Power (Consumable): Standard Action.</p><p>Hurl the axe into the ground. At the end of</p><p>your next turn, the world you occupy, its</p><p>inhabitants, and the axe are utterly</p><p>destroyed. You and your allies are</p><p>teleported to a random location in the</p><p>nearest plane.</p><p></p><p>This last item comes from <a href="http://slamdancr.com/wp/2011/05/fourthcore-armory-a-compendium-of-treasures-mythic-deadly/" target="_blank">Fourthcore Armory: A Compendium of Treasures Mythic & Deadly | Save Versus Death</a> a third-party site called "Fourthcore" whose motto is literally "save versus death."</p><p></p><p>Some people previously said they liked some of the 4e items. If you like cool items of any kind, you should check out the (free) pdf in the link above. While these are intended for 4e, they could work well for any system with a little reworking.</p><p></p><p>Some more of my favorites:</p><p></p><p>The Sword That Shall Not Be</p><p>Drawn</p><p>Level 2+ Rare</p><p>When the forces of creation measured what</p><p>would and would not be, this weapon was the</p><p>signpost that read ‘you have gone too far.’ Yet it</p><p>could not be unmade, and so it has slumbered for</p><p>all eternity. A symbol of the gods’ humility and</p><p>the wisdom of peace, whoever would defy its</p><p>sacred history is surely damned by the heavens.</p><p>Lvl 2 +1 520 gp</p><p>Lvl 7 +2 2,600 gp</p><p>Lvl 12 +3 13,000 gp</p><p>Lvl 17 +4 65,000 gp</p><p>Lvl 22 +5 325,000 gp</p><p>Lvl 27 +6 1,625,000 gp</p><p>Implement (Holy Symbol)</p><p>Enhancement: Attack and damage rolls</p><p>Critical: The target cannot make attacks</p><p>until the end of your next turn</p><p>Power (At-Will): Minor Action. Draw the</p><p>sword that shall not be drawn. Until the end</p><p>of the encounter, you may use it as a +7</p><p>longsword that deals an extra 1d8 radiant</p><p>damage per plus on a hit and an extra</p><p>7d12 damage on a critical hit. At the end</p><p>of the encounter, you and your allies are</p><p>teleported before a council of celestial</p><p>justiciars to answer for your crime.</p><p>Convincing them to spare your lives is a</p><p>complexity 5 skill challenge of your level</p><p>(12 successes before 3 failures).</p><p></p><p>Redeemer</p><p>Level 23+ Rare</p><p>Carved from a sprig of the world tree and bound</p><p>in rings crafted by five different gods, this</p><p>mighty quarterstaff has been passed down</p><p>through the centuries to preserve existence</p><p>against the most ultimate of threats.</p><p>Lvl 23 +5 425,000 gp</p><p>Lvl 28 +6 2,125,000 gp</p><p>Implement (Rod, Staff, or Wand)</p><p>Enhancement: Attack and damage rolls</p><p>Critical: You or an ally within 10 squares of</p><p>you may spend a healing surge or end one</p><p>effect that a saving throw can end.</p><p>Power (Encounter): Minor Action. End all</p><p>effects a save can end on each ally within</p><p>10 squares.</p><p>Power (Daily): Immediate Interrupt.</p><p>Trigger: A world you occupy would be</p><p>destroyed. Effect: That world cannot be</p><p>destroyed for 24 hours.</p><p></p><p>Celestial Pocketwatch</p><p>Level 14 Uncommon</p><p>Two dancing spirits – one radiant, one shadowy</p><p>– swirl on the face of this gilded pocketwatch.</p><p>When wound, the very planets themselves move.</p><p>Wondrous Item 21,000 gp</p><p>Property: Gain resist 10 necrotic and</p><p>radiant.</p><p>Power (Daily): If it is day, it becomes night.</p><p>If it is night, it becomes day.</p><p></p><p>Ring of Arcane Memory</p><p>Level 18 Rare</p><p>Dozens of small gems line the outside of this</p><p>silver ring, each imbued with energy from a</p><p>different school of magic.</p><p>Item Slot: Ring 85,000 gp</p><p>Requirement: You must draw energy from</p><p>the Arcane power source. A creature</p><p>from any other power source that</p><p>willingly puts on the ring of arcane</p><p>memory is instantly killed and crumbles</p><p>into a pile of residuum equal to the onefifth</p><p>the value of a magic item of the</p><p>creature’s level.</p><p>Property: Gain a +5 bonus to Arcana checks</p><p>made as part of casting a ritual.</p><p>Power (Healing Surge): Standard Action.</p><p>Choose a ritual you have mastered with</p><p>Arcana as one of its key skills and a</p><p>casting time of one hour or less. You</p><p>immediately cast that ritual without spending its</p><p>component cost.</p></blockquote><p></p>
[QUOTE="Redbadge, post: 5598311, member: 61463"] The system you described is a lot like the way my "4e" game is run. Also, though save-or-die is mostly absent, it can still be found. One of the WotC articles introduced an Arrow of Slaying consumable that is literally save-or-die. Some supported adventures have monsters that can do ridiculous, and unfair, things. And then there is this, which might be in the hands of the PCs: World-Rending Axe of Total Devastation Level 25+ Rare Presaged in obscure prophecies and foretold by blind seers, this axe shatters along its handle when smashed into the ground, breaking apart the very world from which it was made. Lvl 25 +5 625,000 gp Lvl 30 +6 3,125,000 gp Weapon: Axe Enhancement: Attack and damage rolls Critical: +1d10 damage per plus Property: You gain a +10 bonus to Intimidate checks. Power (Encounter): Standard Action. Plunge the world-rending axe of total devastation into the ground, sending tremors rippling outward from where you stand. Destroy up to 10 squares of terrain you can see. These squares do not have to be contiguous. Power (Consumable): Standard Action. Hurl the axe into the ground. At the end of your next turn, the world you occupy, its inhabitants, and the axe are utterly destroyed. You and your allies are teleported to a random location in the nearest plane. This last item comes from [URL="http://slamdancr.com/wp/2011/05/fourthcore-armory-a-compendium-of-treasures-mythic-deadly/"]Fourthcore Armory: A Compendium of Treasures Mythic & Deadly | Save Versus Death[/URL] a third-party site called "Fourthcore" whose motto is literally "save versus death." Some people previously said they liked some of the 4e items. If you like cool items of any kind, you should check out the (free) pdf in the link above. While these are intended for 4e, they could work well for any system with a little reworking. Some more of my favorites: The Sword That Shall Not Be Drawn Level 2+ Rare When the forces of creation measured what would and would not be, this weapon was the signpost that read ‘you have gone too far.’ Yet it could not be unmade, and so it has slumbered for all eternity. A symbol of the gods’ humility and the wisdom of peace, whoever would defy its sacred history is surely damned by the heavens. Lvl 2 +1 520 gp Lvl 7 +2 2,600 gp Lvl 12 +3 13,000 gp Lvl 17 +4 65,000 gp Lvl 22 +5 325,000 gp Lvl 27 +6 1,625,000 gp Implement (Holy Symbol) Enhancement: Attack and damage rolls Critical: The target cannot make attacks until the end of your next turn Power (At-Will): Minor Action. Draw the sword that shall not be drawn. Until the end of the encounter, you may use it as a +7 longsword that deals an extra 1d8 radiant damage per plus on a hit and an extra 7d12 damage on a critical hit. At the end of the encounter, you and your allies are teleported before a council of celestial justiciars to answer for your crime. Convincing them to spare your lives is a complexity 5 skill challenge of your level (12 successes before 3 failures). Redeemer Level 23+ Rare Carved from a sprig of the world tree and bound in rings crafted by five different gods, this mighty quarterstaff has been passed down through the centuries to preserve existence against the most ultimate of threats. Lvl 23 +5 425,000 gp Lvl 28 +6 2,125,000 gp Implement (Rod, Staff, or Wand) Enhancement: Attack and damage rolls Critical: You or an ally within 10 squares of you may spend a healing surge or end one effect that a saving throw can end. Power (Encounter): Minor Action. End all effects a save can end on each ally within 10 squares. Power (Daily): Immediate Interrupt. Trigger: A world you occupy would be destroyed. Effect: That world cannot be destroyed for 24 hours. Celestial Pocketwatch Level 14 Uncommon Two dancing spirits – one radiant, one shadowy – swirl on the face of this gilded pocketwatch. When wound, the very planets themselves move. Wondrous Item 21,000 gp Property: Gain resist 10 necrotic and radiant. Power (Daily): If it is day, it becomes night. If it is night, it becomes day. Ring of Arcane Memory Level 18 Rare Dozens of small gems line the outside of this silver ring, each imbued with energy from a different school of magic. Item Slot: Ring 85,000 gp Requirement: You must draw energy from the Arcane power source. A creature from any other power source that willingly puts on the ring of arcane memory is instantly killed and crumbles into a pile of residuum equal to the onefifth the value of a magic item of the creature’s level. Property: Gain a +5 bonus to Arcana checks made as part of casting a ritual. Power (Healing Surge): Standard Action. Choose a ritual you have mastered with Arcana as one of its key skills and a casting time of one hour or less. You immediately cast that ritual without spending its component cost. [/QUOTE]
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