Justin D. Jacobson
First Post
(Cross-posted from the Scramble.)
My honorable work on the Codex Venenorum, Ed. IV continues. Now in 3e, we had the always fun, but quintessentially fiddly confused condition. If you need a refresher, here’s what confused looked like in the last edition:
That is so not 4e. Yet, confused is a worthwhile condition to have in the game for both plot and strategy purposes. So how do we spoof confusion for 4e? We can start by looking out how the wizards at Wizards did it.
Confusion: The 27th-level wizard spell is an obvious place to begin. Essentially, it lets you dominate the target, moving him and making a basic attack against one of his allies.
Umber Hulk: The master of confusion himself is another obvious example. The target slides and is dazed.
I’m not a fan of these iterations. They don’t actually model confusion all that well since the enemy dictates the actions. In the case of the wizard’s spell, the player always gets a strategic advantage from the effect. Likewise, for the umber hulk, the DM gets to position the PC as best he can. These effects lack the randomness that should be inherent to confusion.
So, a couple more:
Beholder: The confusion ray forces the victim to charge his nearest ally and make a basic attack.
Black Lotus: This DMG poison is particularly relevant to the discussion at hand. Basic attack against the nearest creature (whether friend or foe).
These are good. They have that randomness. But I think we can do better. Here are some confused effects I’ve come up with:
My honorable work on the Codex Venenorum, Ed. IV continues. Now in 3e, we had the always fun, but quintessentially fiddly confused condition. If you need a refresher, here’s what confused looked like in the last edition:
A confused character’s actions are determined by rolling d% at the beginning of his turn: 01-10, attack caster with melee or ranged weapons (or close with caster if atacking is not possible); 11-20, act normally; 21-50, do nothing but babble incoherently; 51-70, flee away from caster at top possible speed; 71-100, attack nearest creature (for this purpose, a familiar counts as part of the subject’s self). A confused character who can’t carry out the indicated action does nothing but babble incoherently. Attackers are not at any special advantage when attacking a confused character. Any confused character who is attacked automatically attacks its attackers on its next turn, as long as it is still confused when its turn comes. A confused character does not make attacks of opportunity against any creature that it is not already devoted to attacking (either because of its most recent action or because it has just been attacked).
That is so not 4e. Yet, confused is a worthwhile condition to have in the game for both plot and strategy purposes. So how do we spoof confusion for 4e? We can start by looking out how the wizards at Wizards did it.
Confusion: The 27th-level wizard spell is an obvious place to begin. Essentially, it lets you dominate the target, moving him and making a basic attack against one of his allies.
Umber Hulk: The master of confusion himself is another obvious example. The target slides and is dazed.
I’m not a fan of these iterations. They don’t actually model confusion all that well since the enemy dictates the actions. In the case of the wizard’s spell, the player always gets a strategic advantage from the effect. Likewise, for the umber hulk, the DM gets to position the PC as best he can. These effects lack the randomness that should be inherent to confusion.
So, a couple more:
Beholder: The confusion ray forces the victim to charge his nearest ally and make a basic attack.
Black Lotus: This DMG poison is particularly relevant to the discussion at hand. Basic attack against the nearest creature (whether friend or foe).
These are good. They have that randomness. But I think we can do better. Here are some confused effects I’ve come up with:
- The target drops all items he is carrying and pulls off any clothes or armor he is wearing (perhaps simulating hallucinations of crawling bugs).
- The target uses an encounter attack power to attack a phantom enemy in an empty square.
- The target attacks himself with a basic attack.
- The target moves double his speed, changing direction each square and never entering the same square twice, provoking attacks of opportunity as normal.