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<blockquote data-quote="C4" data-source="post: 7076812" data-attributes="member: 93857"><p>Glad you like my approach to hp! As to powers,</p><p></p><p>Lesser = At-will</p><p>Greater = Encounter</p><p>True = Daily</p><p></p><p>It’s a bit more in-universe-y, and it avoids the oddity of naming one sort of power after a narrative bit of time (encounter) and another sort of power after a defined bit of time (daily).</p><p></p><p></p><p>Where at? There was a time when I was calling the third tier the dauntless tier, and it appears I missed a mention of that after I settling on legendary.</p><p></p><p></p><p>Lol, never played Dwarf Fortress, but thanks!</p><p></p><p>Yeah, I’m aware that the condition tracks may turn out to be awkward in play and I’m brainstorming some sort of visual aid, yeah. Something as simple as each player keeping a few index cards of the status effects they’re capable of dishing out, and then handing those cards to the GM as the baddies get hit would be a big help I think.</p><p></p><p></p><p>Some things I changed for legal reasons, despite having no plans or desire to publish, some I changed for aesthetic reasons, and others for both. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p></p><p>I think it’s exceedingly weird how, assuming a Medium flankee, 1) two flankers must be <em>exactly</em> opposite each other, and 2) a third ally is a third wheel, flank-wise.</p><p></p><p></p><p></p><p>Although now that I'm thinking about it, this rule is kinda weird. I may change it so that teleportation works in all directions, and if anyone comes up with an offensive teleport power, it should either limit teleportation from damage-by-falling or take damage-by-falling into account.</p><p></p><p></p><p>There are no enhancement bonuses in PoL, so those options stay (somewhat) useful.</p><p></p><p></p><p>Lunge is there to avoid another oddity — the 1-square 'charge-bubble.’ I thought about simply adding “You can charge one space but you don’t get the attack bonus” to charge, but…well, to be honest I don’t specifically remember why I decided to make the 1-space ‘charge’ a separate action.</p><p></p><p></p><p>Nope, no unconsciousness worries, unless somebody homebrews one.</p><p></p><p></p><p>Indeed! That aspect of 4e implement powers is pretty clearly a legacy quirk of earlier editions, for better or for worse.</p><p></p><p></p><p>So don’t use it. <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=";)" /> It may be a 3e ‘everything must be defined with rules’ holdover, but I like having a rule that says ‘It’s not necessary to roll for every little thing, and if I'm just gonna sit here and roll until I hit 20 let’s just cut to the chase.'</p><p></p><p></p><p>At one point I had notions of using increments of 5C within wilderness guidelines, but now that you point it out I may change that to something less detailed.</p><p></p><p></p><p>The original is truly an oddity -- a mismatched skill vs. defense check for one of 4e's few save-or-lose (in the traditional D&D sense) effects.</p><p></p><p>My intention with PoL combat intimidation is not to simulate enemy morale -- it's to provide Intimidate with a fairly minor combat use. (Max penalty should be -10, and note that it lasts for one round only.) If a GM forgets to have intelligent foes retreat, this use of intimidate may be a convenient in-game prompt to remind the GM -- if that baddy is shaking with fear so badly that he's taking a damage penalty, why stick it out in this fight? -- but ideally morale should either be a GM fiat thing or an old-school die roll thing.</p><p></p><p></p><p>Whoops! I mean, look again, they were <em>totally</em> there from the beginning. <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></blockquote><p></p>
[QUOTE="C4, post: 7076812, member: 93857"] Glad you like my approach to hp! As to powers, Lesser = At-will Greater = Encounter True = Daily It’s a bit more in-universe-y, and it avoids the oddity of naming one sort of power after a narrative bit of time (encounter) and another sort of power after a defined bit of time (daily). Where at? There was a time when I was calling the third tier the dauntless tier, and it appears I missed a mention of that after I settling on legendary. Lol, never played Dwarf Fortress, but thanks! Yeah, I’m aware that the condition tracks may turn out to be awkward in play and I’m brainstorming some sort of visual aid, yeah. Something as simple as each player keeping a few index cards of the status effects they’re capable of dishing out, and then handing those cards to the GM as the baddies get hit would be a big help I think. Some things I changed for legal reasons, despite having no plans or desire to publish, some I changed for aesthetic reasons, and others for both. :) I think it’s exceedingly weird how, assuming a Medium flankee, 1) two flankers must be [I]exactly[/I] opposite each other, and 2) a third ally is a third wheel, flank-wise. Although now that I'm thinking about it, this rule is kinda weird. I may change it so that teleportation works in all directions, and if anyone comes up with an offensive teleport power, it should either limit teleportation from damage-by-falling or take damage-by-falling into account. There are no enhancement bonuses in PoL, so those options stay (somewhat) useful. Lunge is there to avoid another oddity — the 1-square 'charge-bubble.’ I thought about simply adding “You can charge one space but you don’t get the attack bonus” to charge, but…well, to be honest I don’t specifically remember why I decided to make the 1-space ‘charge’ a separate action. Nope, no unconsciousness worries, unless somebody homebrews one. Indeed! That aspect of 4e implement powers is pretty clearly a legacy quirk of earlier editions, for better or for worse. So don’t use it. ;) It may be a 3e ‘everything must be defined with rules’ holdover, but I like having a rule that says ‘It’s not necessary to roll for every little thing, and if I'm just gonna sit here and roll until I hit 20 let’s just cut to the chase.' At one point I had notions of using increments of 5C within wilderness guidelines, but now that you point it out I may change that to something less detailed. The original is truly an oddity -- a mismatched skill vs. defense check for one of 4e's few save-or-lose (in the traditional D&D sense) effects. My intention with PoL combat intimidation is not to simulate enemy morale -- it's to provide Intimidate with a fairly minor combat use. (Max penalty should be -10, and note that it lasts for one round only.) If a GM forgets to have intelligent foes retreat, this use of intimidate may be a convenient in-game prompt to remind the GM -- if that baddy is shaking with fear so badly that he's taking a damage penalty, why stick it out in this fight? -- but ideally morale should either be a GM fiat thing or an old-school die roll thing. Whoops! I mean, look again, they were [I]totally[/I] there from the beginning. ;) [/QUOTE]
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