The Martial Laws

FireLance

Legend
Let's try something constructive. :) In some ways, the martial power source seems to be less flexible than the others because it lacks the convenient "it's magic!" handwave, and not everyone likes the idea of narrative-based explanations for martial effects.

You have been asked by WotC to write a set of flavor guidelines for the martial power source which will be used to guide the modification of current powers (errata) and the development of future powers. What would you like to have as your martial laws? Feel free to describe what you think martial powers should or should not be able to do, and how the martial power source should relate to various keywords and conditions, but avoid detailed mechanical rule-writing (I want to keep this in General and not get it slid to House Rules ;)).

Please keep your posts positive: if you disagree with another poster, don't tell him he's wrong - just state your own alternate opinion instead.

My own views are in the sblock. Read them before you post if you want, or come back and read them after you've posted if you don't want to be spoiled.
[SBLOCK]Martial powers should generally affect the user (personal range) or require the user to physically touch or manipulate the target in some way, e.g. hit it with a weapon. Rarely, a martial power may affect the target if it sees or hears the user. Such powers may be less effective (or ineffective) against blinded or deafened targets.

Martial attack powers deal untyped damage. Damage of other types should only be dealt because of special equipment possessed by the user.

Martial powers may provide the user with special movement capabilities, but these are still basically mundane: shifts, or bonuses and enhancements to (or even automatic successes with) Acrobatics, Athletics, Endurance, or Stealth checks, but no flight or teleportation.

Martial powers may allow the user to influence the actions of other creatures, but again, these should be basically mundane: what could conceivably be achieved through a Bluff, Diplomacy or Intimidate check, or possibly, through incredible luck.

Martial attack powers may impose most conditions, with the exception of dominated and petrified. Martial abilities may impose forced movement, but push effects should require physical impact or the Intimidate skill, while pull and slide effects should be limited to the user's reach or require the Bluff skill.

Martial powers should be more effective at providing temporary hit points than restoring hit points. Martial healing powers may represent adrenaline surges, renewed vigor and determination, or the ability to keep fighting despite wounds, and may require training in Endurance (if the power affects the user), Diplomacy or Heal.[/SBLOCK]
 

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What you've got is pretty solid. In a less structured format, here's my understanding of the nature of the Martial power source:

Attacks are split into two basic types

  1. Physical strikes with a weapon, piece of equipment (e.g. shield), or limb. This makes up the vast majority of attacks.
  2. Burst fear effects that mechanically represent the intimidation factor of a dominant combatant. This is typically a secondary attack of another power.
In terms of defenses targeted

  • Nearly all weapon attacks should target AC.
  • If an attack's flavor is that is pierces or ignores armor, it should target Reflex.
  • If the sole purpose of an attack is to inflict a status condition not connected with fear or morale, it should target Fortitude.
  • Fear effects such as the loss of morale or intimidation should target Will.
Martial attacks inflict physical status conditions. These would include Blinded, Dazed, Immobilized, Prone, Restrained, Slowed, and Stunned most often. Weakened is also (occasionally) acceptable. Morale effects are best represented as penalties to attack or Will defense. Penalties to AC are suitable if the attack's flavor involves damaging equipment or breaking their combat focus, though often target grants combat advantage (save ends) is more appropriate.

Damage should almost always be untyped. If, for some reason, your Fear effect is quantified in the form of damage, psychic is appropriate.

Utility powers should grant benefits that can be explained through training, focus, and dedication. Shifts, movement of one or two squares before/after a power, bonuses to AC, and temporary hit points are excellent ways to define this. If the bonus is ongoing, express it as a Stance.

Typical keywords for a Martial power are Weapon, Healing, Fear, Stance, Reliable, Rattling, and Invigorating. Given that the Ki power source has yet to be defined, it can be argued that Reliable and Invigorating should only be used on Martial powers.
 






FireLance, it looks like I've sidetracked your thread - I'm sorry.

My intent was simply to put out there that as you hit higher levels martial powers will look a lot less earth-realistic and far more supernatural.
-blarg
 

Sorry I should have posted more substance with my joke. :)

In one iteration, superman's powers were explained through uhh "science," part of it was "Earth's Yellow Sun."

His flight /super strength was because earth's gravity was lower then Kryptons.

His heat vision was a product of his x-ray vision.

So you have at least a basis for saying he's martial... But you still have to b willing to bend what is "true" about physics.
 

Just to spice the topic up, also, what is exclusive to martial source? Divine has healing, mostly, and protecting allies, and arcane has most AoE. What does martial have?
 

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