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<blockquote data-quote="the Jester" data-source="post: 6214028" data-attributes="member: 1210"><p>Here are some first draft examples of the kinds of rewards I'm tinkering with; one of them is explicitly designed to replace magic weapons. </p><p></p><p></p><p><strong>CHALLENGE --- Level 1 Common </strong></p><p><em>You are able to catch the attention of an enemy, whether he likes it or not.</em></p><p> Lvl 1: 360 gp</p><p>Lvl 11: 9,000 gp </p><p>Lvl 6: 1,800 gp </p><p>Lvl 16: 45,000 gp </p><p>Lvl 21: 225,000 gp</p><p>Lvl 26: 1,125,000 gp</p><p><strong>Grandmaster Training (the Army) </strong></p><p><strong>Power (Daily):</strong> Minor action. You mark one enemy within 5 squares that you can see. This mark lasts until the end of the encounter or until you end your turn without attacking the marked creature.</p><p> Level 6- The mark lasts until the end of the encounter or until you make an attack that does not include the marked creature as a target.</p><p> Level 11- The power is instead an encounter power.</p><p> Level 16- The target is one enemy within 10 squares that you can see.</p><p> Level 21- In addition, whenever you hit the marked target with an attack, you gain 5 temporary hit points.</p><p> Level 26- In addition, whenever you hit the marked target with an attack, you gain 10 temporary hit points.</p><p></p><p><strong>COMBAT MAGE --- Level 3 Uncommon </strong></p><p><em>You are adept at using your spells at the slightest opportunity.</em> </p><p>Lvl 3: 680 gp </p><p>Lvl 8: 3,400 gp </p><p>Lvl 13: 17,000 gp</p><p>Lvl 18: 85,000 gp </p><p>Lvl 23: 425,000 gp</p><p>Lvl 28: 2,125,000 gp</p><p><strong>Grandmaster Training (the Army, high-level NPC wizards who have seen much battle) </strong></p><p><strong>Power (Daily): </strong>Immediate Reaction. Trigger: An ally within 5 squares makes an opportunity attack against an enemy that you can see. Effect: You use an arcane at-will attack that targets the triggering enemy. If the attack is an area attack, it must be centered on the triggering enemy.</p><p> Level 8: You gain combat advantage on your attack roll against the triggering enemy.</p><p> Level 13: The power becomes an encounter power. </p><p> Level 18: An enemy within 10 squares.</p><p> Level 23: Trigger: An enemy within 10 squares takes an action that normally provokes opportunity attacks.</p><p> Level 28: If you hit the triggering enemy with this attack, its turn immediately ends. </p><p></p><p><strong>DUNGEONEERING EXPERT --- Level 5 Uncommon</strong> </p><p><em>With training, you have learned many tricks for surviving and successfully delving in dungeons.</em></p><p>Lvl 5: 1,000 gp </p><p>Lvl 10: 5,000 gp </p><p>Lvl 15: 25,000 gp</p><p>Lvl 20: 125,000 gp</p><p>Lvl 25: 625,000 gp </p><p>Lvl 30: 3,125,000 gp</p><p><strong>Grandmaster Training (High-level retired adventurers) </strong></p><p><strong>Property:</strong> You gain a +2 bonus to defenses against traps and hazards. </p><p><strong>Property:</strong> You gain a +2 bonus to checks made to counteract or disable traps and hazards and to open locks. </p><p> Level 10: You gain a +2 bonus to checks made to find secret doors, climb and swim. </p><p> Level 15: The bonuses granted by this ability increase to +3. </p><p> Level 20: You gain the following power.</p><p><strong>Power (Daily):</strong> Immediate Interrupt. Trigger: You are the target of a trap or hazard. Effect: Shift 3 squares.</p><p> Level 25: The bonuses granted by this ability increase to +4.</p><p> Level 30: You gain resist 10 all against traps and hazards.</p><p></p><p><strong>EXPERT CON MAN --- Level 2 Uncommon</strong> </p><p><em>Your time on the streets has helped you to learn how to use patter to con even the most suspicious individuals. </em></p><p>Lvl 2: 520 gp</p><p>Lvl 7: 2,600 gp</p><p>Lvl 12: 13,000 gp </p><p>Lvl 17: 65,000 gp </p><p>Lvl 22: 325,000 gp </p><p>Lvl 27: 1,625,000 gp</p><p><strong>Grandmaster Training (Thieves' Guilds) </strong></p><p><strong>Property: </strong>You gain a +2 bonus to Bluff checks. </p><p> Level 7: You also gain the following power:</p><p><strong>Power (Daily):</strong> Minor action. The next time you roll a Bluff check before the end of your next turn, you can roll twice and take the better result.</p><p> Level 12: Your bonus to Bluff checks increases to +3.</p><p> Level 17: When you succeed on a Bluff check against all of its targets, you may shift 1 square as a free action.</p><p> Level 22: Your bonus to Bluff checks increases to +4.</p><p> Level 27: The daily power gains “Sustain minor.”</p><p></p><p></p><p><strong>THRUSH STYLE --- Level 3 Common</strong> </p><p><em>You know how to use heavy blades in the style of the Sword Emperor himself. </em></p><p>Lvl 3: +1 680 gp </p><p>Lvl 8: +2 3,400 gp </p><p>Lvl 13: +3 17,000 gp </p><p>Lvl 18: +4 85,000 gp</p><p>Lvl 23: +5 425,000 gp</p><p>Lvl 28: +6 2,125,000 gp</p><p><strong>Grandmaster Training (the Army) </strong></p><p><strong>Property:</strong> You gain the listed enhancement bonus to attack and damage rolls with heavy blades.</p><p><strong>Property:</strong> If you score a critical hit with a heavy blade, you deal an extra 1d6 damage. If you are using a magic weapon, this overlaps with that weapon's bonus damage on a critical.</p><p> Level 8- The extra damage increases to +2d6.</p><p> Level 13- The extra damage increases to +3d6.</p><p> Level 18- The extra damage increases to +4d6.</p><p> Level 23- The extra damage increases to +5d6.</p><p> Level 28- The extra damage increases to +6d6.</p><p><strong>Power (Daily * Stance):</strong> Minor action. You adopt the Thrush style stance. While in this stance, you gain a +1d4 bonus to critical hit severity with heavy blades.</p><p> Level 8- The bonus increases to +2d4.</p><p> Level 13- The bonus increases to +2d6.</p><p> Level 18- The bonus increases to +2d8.</p><p> Level 23- The bonus increases to +3d6.</p><p> Level 28- The bonus increases to +3d8.</p><p><strong>Design Notes:</strong> Compare to a deadly weapon- the stance is a daily power, not a property, but can apply with any heavy blade and gives a significantly better bonus. With the damage bonus on a crit, this replaces a magic heavy blade. <em>(NOTE: This won't make any sense on ENWorld, since it relies on my colorful critical hit system.)</em></p></blockquote><p></p>
[QUOTE="the Jester, post: 6214028, member: 1210"] Here are some first draft examples of the kinds of rewards I'm tinkering with; one of them is explicitly designed to replace magic weapons. [B]CHALLENGE --- Level 1 Common [/B] [I]You are able to catch the attention of an enemy, whether he likes it or not.[/I] Lvl 1: 360 gp Lvl 11: 9,000 gp Lvl 6: 1,800 gp Lvl 16: 45,000 gp Lvl 21: 225,000 gp Lvl 26: 1,125,000 gp [B]Grandmaster Training (the Army) Power (Daily):[/B] Minor action. You mark one enemy within 5 squares that you can see. This mark lasts until the end of the encounter or until you end your turn without attacking the marked creature. Level 6- The mark lasts until the end of the encounter or until you make an attack that does not include the marked creature as a target. Level 11- The power is instead an encounter power. Level 16- The target is one enemy within 10 squares that you can see. Level 21- In addition, whenever you hit the marked target with an attack, you gain 5 temporary hit points. Level 26- In addition, whenever you hit the marked target with an attack, you gain 10 temporary hit points. [B]COMBAT MAGE --- Level 3 Uncommon [/B] [I]You are adept at using your spells at the slightest opportunity.[/I] Lvl 3: 680 gp Lvl 8: 3,400 gp Lvl 13: 17,000 gp Lvl 18: 85,000 gp Lvl 23: 425,000 gp Lvl 28: 2,125,000 gp [B]Grandmaster Training (the Army, high-level NPC wizards who have seen much battle) Power (Daily): [/B]Immediate Reaction. Trigger: An ally within 5 squares makes an opportunity attack against an enemy that you can see. Effect: You use an arcane at-will attack that targets the triggering enemy. If the attack is an area attack, it must be centered on the triggering enemy. Level 8: You gain combat advantage on your attack roll against the triggering enemy. Level 13: The power becomes an encounter power. Level 18: An enemy within 10 squares. Level 23: Trigger: An enemy within 10 squares takes an action that normally provokes opportunity attacks. Level 28: If you hit the triggering enemy with this attack, its turn immediately ends. [B]DUNGEONEERING EXPERT --- Level 5 Uncommon[/B] [I]With training, you have learned many tricks for surviving and successfully delving in dungeons.[/I] Lvl 5: 1,000 gp Lvl 10: 5,000 gp Lvl 15: 25,000 gp Lvl 20: 125,000 gp Lvl 25: 625,000 gp Lvl 30: 3,125,000 gp [B]Grandmaster Training (High-level retired adventurers) Property:[/B] You gain a +2 bonus to defenses against traps and hazards. [B]Property:[/B] You gain a +2 bonus to checks made to counteract or disable traps and hazards and to open locks. Level 10: You gain a +2 bonus to checks made to find secret doors, climb and swim. Level 15: The bonuses granted by this ability increase to +3. Level 20: You gain the following power. [B]Power (Daily):[/B] Immediate Interrupt. Trigger: You are the target of a trap or hazard. Effect: Shift 3 squares. Level 25: The bonuses granted by this ability increase to +4. Level 30: You gain resist 10 all against traps and hazards. [B]EXPERT CON MAN --- Level 2 Uncommon[/B] [I]Your time on the streets has helped you to learn how to use patter to con even the most suspicious individuals. [/I] Lvl 2: 520 gp Lvl 7: 2,600 gp Lvl 12: 13,000 gp Lvl 17: 65,000 gp Lvl 22: 325,000 gp Lvl 27: 1,625,000 gp [B]Grandmaster Training (Thieves' Guilds) Property: [/B]You gain a +2 bonus to Bluff checks. Level 7: You also gain the following power: [B]Power (Daily):[/B] Minor action. The next time you roll a Bluff check before the end of your next turn, you can roll twice and take the better result. Level 12: Your bonus to Bluff checks increases to +3. Level 17: When you succeed on a Bluff check against all of its targets, you may shift 1 square as a free action. Level 22: Your bonus to Bluff checks increases to +4. Level 27: The daily power gains “Sustain minor.” [B]THRUSH STYLE --- Level 3 Common[/B] [I]You know how to use heavy blades in the style of the Sword Emperor himself. [/I] Lvl 3: +1 680 gp Lvl 8: +2 3,400 gp Lvl 13: +3 17,000 gp Lvl 18: +4 85,000 gp Lvl 23: +5 425,000 gp Lvl 28: +6 2,125,000 gp [B]Grandmaster Training (the Army) Property:[/B] You gain the listed enhancement bonus to attack and damage rolls with heavy blades. [B]Property:[/B] If you score a critical hit with a heavy blade, you deal an extra 1d6 damage. If you are using a magic weapon, this overlaps with that weapon's bonus damage on a critical. Level 8- The extra damage increases to +2d6. Level 13- The extra damage increases to +3d6. Level 18- The extra damage increases to +4d6. Level 23- The extra damage increases to +5d6. Level 28- The extra damage increases to +6d6. [B]Power (Daily * Stance):[/B] Minor action. You adopt the Thrush style stance. While in this stance, you gain a +1d4 bonus to critical hit severity with heavy blades. Level 8- The bonus increases to +2d4. Level 13- The bonus increases to +2d6. Level 18- The bonus increases to +2d8. Level 23- The bonus increases to +3d6. Level 28- The bonus increases to +3d8. [B]Design Notes:[/B] Compare to a deadly weapon- the stance is a daily power, not a property, but can apply with any heavy blade and gives a significantly better bonus. With the damage bonus on a crit, this replaces a magic heavy blade. [i](NOTE: This won't make any sense on ENWorld, since it relies on my colorful critical hit system.)[/i] [/QUOTE]
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