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Which mechanics from 4e have you imported into your 3e game?
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<blockquote data-quote="timbannock" data-source="post: 4702533" data-attributes="member: 17913"><p>Some suggestions:</p><p></p><p>- Knockback Attack Feat: choose an weapon or spell or something of the sort; it causes up to a 1d4-square slide (the attacker may choose to use any amount up to the d4 roll, so if he rolls a 3, he could do a 1-square slide, 2-square slide, OR a 3-square slide). Not sure if you'd just apply this to "all melee attacks," "all ranged" or "all spells" or if you'd want to get more granular, but that sounds like you're headed for heartbreak with more and more exceptions, weapon groups, blah blah blah.</p><p></p><p>- Alternatively, have the feat allow you to choose to reduce the damage dealt and trade that for knockback. For every 5 points of damage you shave off the final result, you can slide the opponent 1-square, up to a maximum number of squares equal to X. X could be whatever you deem reasonable: 1, 2, 3, or whatever.</p><p></p><p>- Sliding as an add-on: No feats, no powers, you just slide an opponent 1 square for every full multiple of their Con score you deal in HP on any attack. If they've got a 10 Con, and you deal 20 damage, you can slide up to 2 squares.</p><p></p><p>- Fold the Bull Rush maneuver into any charging attack. Any time you charge and attack, your attack also acts as a Bull Rush maneuver. You might still keep the real Bull Rush maneuver in for those people who might benefit from those rules, as an option called the "Dedicated Bull Rush" or something (because maybe they have stats that allow them to have greater effect with a real bull rush as opposed to just folding the Bull Rush into a standard attack roll).</p><p></p><p>- The Short List of Sliding Powers: pick out a short list of weapons, spells, and other abilities that -- in your mind -- should have Slide as an added condition. Maybe this means all hammer attacks, all Force spells, etc. These spells give up to a d4 squares slide in addition to their normal effects.</p><p></p><p>- The AoO Trade-off: Instead of taking an AoO on an enemy, your next attack on that enemy on your normal turn allows you to attach a 1d4-square slide in addition to any damage you deal. If you have combat reflexes, you'll be sliding tons of people around!</p><p></p><p>None of those seem elegant to me, but I've kind of moved on from 3e...</p><p></p><p>Some additional thoughts:</p><p>- Make Slides provoke AoOs. There's so many ways to get OUT of taking AoOs in 3e that if you make forced movement provoke, you'll get more mileage out of Combat Reflexes, Flanking, and other stuff that happens a lot. Also Reach gets better.</p><p></p><p>- Think about the auto-Reflex save feature of 4e when you consider Sliding someone off a cliff or something.</p><p></p><p>- Realize that increasing movement in 3e decreases the possibilities of carrying out full-attack actions. This can make the fights more dynamic (a good thing), but characters built to full attack (like pretty much every Fighter, Paladin and Ranger ever) are going to feel shafted if they have to give up the full-attack in order to chase down the villains they are swatting about all over the place. This kind of movment is very much not a part of the 3e rules set, and I'm not sure how much it could affect higher-level play because of that, so watch out!</p></blockquote><p></p>
[QUOTE="timbannock, post: 4702533, member: 17913"] Some suggestions: - Knockback Attack Feat: choose an weapon or spell or something of the sort; it causes up to a 1d4-square slide (the attacker may choose to use any amount up to the d4 roll, so if he rolls a 3, he could do a 1-square slide, 2-square slide, OR a 3-square slide). Not sure if you'd just apply this to "all melee attacks," "all ranged" or "all spells" or if you'd want to get more granular, but that sounds like you're headed for heartbreak with more and more exceptions, weapon groups, blah blah blah. - Alternatively, have the feat allow you to choose to reduce the damage dealt and trade that for knockback. For every 5 points of damage you shave off the final result, you can slide the opponent 1-square, up to a maximum number of squares equal to X. X could be whatever you deem reasonable: 1, 2, 3, or whatever. - Sliding as an add-on: No feats, no powers, you just slide an opponent 1 square for every full multiple of their Con score you deal in HP on any attack. If they've got a 10 Con, and you deal 20 damage, you can slide up to 2 squares. - Fold the Bull Rush maneuver into any charging attack. Any time you charge and attack, your attack also acts as a Bull Rush maneuver. You might still keep the real Bull Rush maneuver in for those people who might benefit from those rules, as an option called the "Dedicated Bull Rush" or something (because maybe they have stats that allow them to have greater effect with a real bull rush as opposed to just folding the Bull Rush into a standard attack roll). - The Short List of Sliding Powers: pick out a short list of weapons, spells, and other abilities that -- in your mind -- should have Slide as an added condition. Maybe this means all hammer attacks, all Force spells, etc. These spells give up to a d4 squares slide in addition to their normal effects. - The AoO Trade-off: Instead of taking an AoO on an enemy, your next attack on that enemy on your normal turn allows you to attach a 1d4-square slide in addition to any damage you deal. If you have combat reflexes, you'll be sliding tons of people around! None of those seem elegant to me, but I've kind of moved on from 3e... Some additional thoughts: - Make Slides provoke AoOs. There's so many ways to get OUT of taking AoOs in 3e that if you make forced movement provoke, you'll get more mileage out of Combat Reflexes, Flanking, and other stuff that happens a lot. Also Reach gets better. - Think about the auto-Reflex save feature of 4e when you consider Sliding someone off a cliff or something. - Realize that increasing movement in 3e decreases the possibilities of carrying out full-attack actions. This can make the fights more dynamic (a good thing), but characters built to full attack (like pretty much every Fighter, Paladin and Ranger ever) are going to feel shafted if they have to give up the full-attack in order to chase down the villains they are swatting about all over the place. This kind of movment is very much not a part of the 3e rules set, and I'm not sure how much it could affect higher-level play because of that, so watch out! [/QUOTE]
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Which mechanics from 4e have you imported into your 3e game?
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