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Unearthed Wrecana - Expanding Cantrips with Stunts
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<blockquote data-quote="Garthanos" data-source="post: 7324787" data-attributes="member: 82504"><p><span style="font-size: 9px">More Homage to Wrecan </span></p><p><span style="font-size: 9px">ORIGINALLY - December 17, 2009</span></p><p></p><p><strong>EXPANDING CANTRIPS IN 4E WITH STUNTS</strong></p><p><span style="font-family: 'Tahoma'">While I am overall satisfied with the ability of 4e to handle improvisational actions in the form of Stunts, I think there is room for improvement. I have been toying with several ideas, until someone in the forums posed the question as to why cantrips were limited to Arcane classes. That’s when it struck me: Stunts are a Martial form of cantrips. From there, the following proposal took shape.</span></p><p><span style="font-family: 'Tahoma'"><strong>Associated Skills</strong></span></p><p><span style="font-family: 'Tahoma'"></span></p><p><span style="font-family: 'Tahoma'">Each power source has one or more associated Skills that represents an intimate knowledge of that source’s capabilities. Arcane classes, of course, utilize Arcane. Divine classes utilize Religion. Primal classes utilize Nature. Psionic classes utilize Insight. Shadow classes utilize Stealth. Martial classes have the study of their abilities divided into three Skills: Athletics, which represents the use of raw physical force; Acrobatics, which represents a sort of kinesthetic intelligence, and Thievery, which represents fine motor skills. I will call these skills “Associated Skills”.</span></p><p><span style="font-family: 'Tahoma'">I propose that a member of a class (including through the use of multi-classing and Hybrid Classes) that is trained in the Associated Skill for that class’ power source can produce a number of minor cantrip-level effects (called “<strong>Tricks</strong>”) at-will.</span></p><p><span style="font-family: 'Tahoma'"><strong>Tricks</strong></span></p><p><span style="font-family: 'Tahoma'"></span></p><p><span style="font-family: 'Tahoma'">The specific effects of a Trick are generally open-ended and should utilize generally the same capabilities as cantrips as determined by the DM. However, here are some guidelines.</span></p><p><span style="font-family: 'Tahoma'"><strong>Scope. </strong>A Trick should be able to replicate the effects of wizard cantrips or that can be caused by any mundane non-alchemical item that is not armor, a shield, or a weapon, and is under 50 gp in price. For example, a druid might generate a vine that he can climb like a rope. A priest might cause chalk-like runes to appear on a wall to mark the way they’ve come. The vine would be as durable (or fragile) as regular rope. The runes could be erased as easily as chalk.</span></p><p><span style="font-family: 'Tahoma'"><strong>Non-Duplicative. </strong>A Trick should not be able to replicate the effects of a power (other than cantrips) or a ritual. So a paladin could not, for example, summon fishes and loaves because it would replicate Heroes’ Feast. Nor can a Trick be used as an attack.</span></p><p><span style="font-family: 'Tahoma'"><strong>Duration. </strong>Tricks generally would last about five minutes (but could easily be extended during that time with a standard action). A Trick should require a standard action, or perhaps a full minute of concentration or longer depending on the effect.</span></p><p><span style="font-family: 'Tahoma'"><strong>Difficulty. </strong>Tricks generally do not require DCs because there’s no price for failure and they are not being used against other people.</span></p><p><span style="font-family: 'Tahoma'"><strong>Range. </strong>Tricks must manifest within 5 squares of the PC and no Trick can occupy more than 1 square, provide cover or concealment for any object too big to fit in the palm of the Trickster’s hand.</span></p><p><span style="font-family: 'Tahoma'"><strong>Martial Tricks</strong></span></p><p><span style="font-family: 'Tahoma'"></span></p><p><span style="font-family: 'Tahoma'">This is all well and good for Arcane, Divine, Primal and Psionic characters. What about martial characters? Well, there’s no completely satisfying answer to this question. First, any character, trained or untrained, can engage in Acrobatic Stunts. Second, martial stunts are rooted in the mundane and physically possible, while the other power sources are rooted in the fantastical. There is nothing that might not be possible under the Arcane, Divine, Primal, Psionic, or Shadow power sources. My solution may not be satisfying for some.</span></p><p><span style="font-family: 'Tahoma'"><strong>Impossible but Plausible. </strong>Martial characters may propose Tricks that are physically impossible, but are plausible within the fantastical reality of the game world. These include minor effects For instance, while it is in fact impossible to rub to stones together so quickly as to cause the air around them to glow, I might allow that as a Trick equivalent to the Light Cantrip. This can also be expanded to other skills. I might allow Martial characters to use a Trick to mimic sounds and throw voices similar to the Ghost Sound Cantrip (though I would be careful not to let it infringe too much on the gnoll’s Butcher’s Lore racial feat). Again, characters are encouraged to improvise Tricks and DMs are encouraged to say “Yes” to players within reason. (“Reason” itself being very subjective in a world of fantasy.)</span></p><p><span style="font-family: 'Tahoma'"><strong>What About Wizards?</strong></span></p><p><span style="font-family: 'Tahoma'"></span></p><p><span style="font-family: 'Tahoma'">So wizards (and bards with the Resourceful Magician paragon path – who should be deemed wizards for purposes of this section) have, essentially, lost one of their unique class features. (Or, more precisely, they now share that class feature with every other class.) What should they get in return?</span></p><p><span style="font-family: 'Tahoma'"><strong>Cantrips Beat Tricks. </strong>As an initial matter, wizards already gain some benefits over other Arcane classes. They may use Arcane Tricks as a minor action (they are standard actions for everyone else). Their Arcane Tricks can be sustained as a free action (they remain standard actions for everyone else). They may have three Arcane tricks active at a time. Everyone else may have only one Trick active at a time. But that still seems a bit insufficient.</span></p><p><span style="font-family: 'Tahoma'"><strong>Contingent Cantrips. </strong>A wizard may designate one of the three Arcane Tricks that can be maintained as a “contingent cantrip”. A contingent cantrip will operate as an immediate reaction power, rather than a minor action, but the wizard can only maintain two other cantrips until the contingent cantrip has been invoked.</span></p><p><span style="font-family: 'Tahoma'"><strong>Familiar Tricks. </strong>A wizard with a familiar may manifest Arcane Tricks within 5 squares of the familiar as if the wizard occupied the familiar’s square.</span></p><p><span style="font-family: 'Tahoma'"><strong>Increased Range. </strong>Wizards may manifest their Arcane Tricks within 10 squares, rather than the 5 squares that other characters get.</span></p><p><span style="font-family: 'Tahoma'"><strong>In Conclusion</strong></span></p><p><span style="font-family: 'Tahoma'"></span></p><p><span style="font-family: 'Tahoma'">I think Tricks can be a valuable addition to a campaign. Some DMs may not want it as it makes magic too commonplace (though not all NPCs need to have access to this). For others it makes wizards less special. And for others it might render the Divine and Primal Power Sources too pedestrian in a campaign where the connection to the divine or the primal is meant to be precious and cherished. However, I think for many campaigns, Tricks can open up a wealth of creativity and encourage improvisational actions that I think are the heart of what it means to role play.</span></p></blockquote><p></p>
[QUOTE="Garthanos, post: 7324787, member: 82504"] [SIZE=1]More Homage to Wrecan ORIGINALLY - December 17, 2009[/SIZE] [B]EXPANDING CANTRIPS IN 4E WITH STUNTS[/B] [FONT=Tahoma]While I am overall satisfied with the ability of 4e to handle improvisational actions in the form of Stunts, I think there is room for improvement. I have been toying with several ideas, until someone in the forums posed the question as to why cantrips were limited to Arcane classes. That’s when it struck me: Stunts are a Martial form of cantrips. From there, the following proposal took shape. [B]Associated Skills[/B] Each power source has one or more associated Skills that represents an intimate knowledge of that source’s capabilities. Arcane classes, of course, utilize Arcane. Divine classes utilize Religion. Primal classes utilize Nature. Psionic classes utilize Insight. Shadow classes utilize Stealth. Martial classes have the study of their abilities divided into three Skills: Athletics, which represents the use of raw physical force; Acrobatics, which represents a sort of kinesthetic intelligence, and Thievery, which represents fine motor skills. I will call these skills “Associated Skills”. I propose that a member of a class (including through the use of multi-classing and Hybrid Classes) that is trained in the Associated Skill for that class’ power source can produce a number of minor cantrip-level effects (called “[B]Tricks[/B]”) at-will. [B]Tricks[/B] The specific effects of a Trick are generally open-ended and should utilize generally the same capabilities as cantrips as determined by the DM. However, here are some guidelines. [B]Scope. [/B]A Trick should be able to replicate the effects of wizard cantrips or that can be caused by any mundane non-alchemical item that is not armor, a shield, or a weapon, and is under 50 gp in price. For example, a druid might generate a vine that he can climb like a rope. A priest might cause chalk-like runes to appear on a wall to mark the way they’ve come. The vine would be as durable (or fragile) as regular rope. The runes could be erased as easily as chalk. [B]Non-Duplicative. [/B]A Trick should not be able to replicate the effects of a power (other than cantrips) or a ritual. So a paladin could not, for example, summon fishes and loaves because it would replicate Heroes’ Feast. Nor can a Trick be used as an attack. [B]Duration. [/B]Tricks generally would last about five minutes (but could easily be extended during that time with a standard action). A Trick should require a standard action, or perhaps a full minute of concentration or longer depending on the effect. [B]Difficulty. [/B]Tricks generally do not require DCs because there’s no price for failure and they are not being used against other people. [B]Range. [/B]Tricks must manifest within 5 squares of the PC and no Trick can occupy more than 1 square, provide cover or concealment for any object too big to fit in the palm of the Trickster’s hand. [B]Martial Tricks[/B] This is all well and good for Arcane, Divine, Primal and Psionic characters. What about martial characters? Well, there’s no completely satisfying answer to this question. First, any character, trained or untrained, can engage in Acrobatic Stunts. Second, martial stunts are rooted in the mundane and physically possible, while the other power sources are rooted in the fantastical. There is nothing that might not be possible under the Arcane, Divine, Primal, Psionic, or Shadow power sources. My solution may not be satisfying for some. [B]Impossible but Plausible. [/B]Martial characters may propose Tricks that are physically impossible, but are plausible within the fantastical reality of the game world. These include minor effects For instance, while it is in fact impossible to rub to stones together so quickly as to cause the air around them to glow, I might allow that as a Trick equivalent to the Light Cantrip. This can also be expanded to other skills. I might allow Martial characters to use a Trick to mimic sounds and throw voices similar to the Ghost Sound Cantrip (though I would be careful not to let it infringe too much on the gnoll’s Butcher’s Lore racial feat). Again, characters are encouraged to improvise Tricks and DMs are encouraged to say “Yes” to players within reason. (“Reason” itself being very subjective in a world of fantasy.) [B]What About Wizards?[/B] So wizards (and bards with the Resourceful Magician paragon path – who should be deemed wizards for purposes of this section) have, essentially, lost one of their unique class features. (Or, more precisely, they now share that class feature with every other class.) What should they get in return? [B]Cantrips Beat Tricks. [/B]As an initial matter, wizards already gain some benefits over other Arcane classes. They may use Arcane Tricks as a minor action (they are standard actions for everyone else). Their Arcane Tricks can be sustained as a free action (they remain standard actions for everyone else). They may have three Arcane tricks active at a time. Everyone else may have only one Trick active at a time. But that still seems a bit insufficient. [B]Contingent Cantrips. [/B]A wizard may designate one of the three Arcane Tricks that can be maintained as a “contingent cantrip”. A contingent cantrip will operate as an immediate reaction power, rather than a minor action, but the wizard can only maintain two other cantrips until the contingent cantrip has been invoked. [B]Familiar Tricks. [/B]A wizard with a familiar may manifest Arcane Tricks within 5 squares of the familiar as if the wizard occupied the familiar’s square. [B]Increased Range. [/B]Wizards may manifest their Arcane Tricks within 10 squares, rather than the 5 squares that other characters get. [B]In Conclusion[/B] I think Tricks can be a valuable addition to a campaign. Some DMs may not want it as it makes magic too commonplace (though not all NPCs need to have access to this). For others it makes wizards less special. And for others it might render the Divine and Primal Power Sources too pedestrian in a campaign where the connection to the divine or the primal is meant to be precious and cherished. However, I think for many campaigns, Tricks can open up a wealth of creativity and encourage improvisational actions that I think are the heart of what it means to role play.[/FONT] [/QUOTE]
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