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Dungeons & Dra.. 4E Rules Power Source Mechanics: Primal and Shadow!
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Power Source Mechanics: Primal and Shadow!
2 years ago  ::  Mar 24, 2008 - 7:04PM #1
dark080matter
Posts: 1059
Welcome to (:D what I hope will become) an inspired discussion of the class mechanics for upcoming power sources.

PLEASE COMPLETELY READ THE FIRST 3 POSTS BEFORE RESPONDING. This is a fairly complex idea that requires a lot of background and justification for the points it is making, and you may have a question already answered without realizing it.
Thank you ahead of time for having the patience to Read!

With the upcoming release of 4th edition’s first PHB, and the PHBII in one year following that, a lot of discussion has gone into exactly what all this Power Source business is about. It’s a murky title that has been assigned to the various abilities, spells, and maneuvers that the characters will be able to wield. Power Sources will start as “mundane” as Martial (which in reality is anything but!) and allow for all kinds of assumptions, like certain very different types of magic and ways for the character to showcase his abilities… In essence, the power source is the story reason that explains how the characters can do the things that they do. But a lot of people are getting hung up on the fluff differences, arguing that different Power Sources are too similar conceptually... When it seems that the design goal is for the Power Sources to have mechanical differences as well.

This is illustrated the best by this quote, from Races and Classes, Page 15:

“We are also free to create bigger differences between classes without worrying about straining credibility. A class like the wu jen or the hexblade might use a completely new and different type of magic, allowing us to reinvent the ground rules rather than use what has come before. Since those classes clearly use magic in a different manner when compared to a wizard, we shelve them under a new power source, build a system of magic that works for their needs, and create spells tuned to them rather than simply use the 3E wizard/sorcerer spell list.”


This isn’t just base theory either. A clear cut mechanical difference between classes of various power sources has already been established, such as a cleric or paladin’s Channel Divinity class feature, or the Reliable keyword on a fighter’s daily power. As a general rule, it seems that Divine characters will get signature Channeling abilities to use once every encounter, and they can choose which Channeling they will use the Per Encounter “Slot” on from a list of (at 1st level) 2 abilities. These are also commonly Free or Minor actions that provide a quick buff to an ally or themselves (Turn Undead is the only exception as a Standard ability, and a direct attack power), clearly a valuable commodity then as we know the primary “currency” of Combat is how many actions you can take at once. On the other hand, the Wizard appears to gain more Daily abilities than other classes, but will have to choose which ones to prepare using a number of “Slots” that are (probably) going to be equal to the number of Daily powers other classes will have at the same level… a limited form of the Vancian system and a very flavorful variation on the standard Will/Encounter/Daily framework. We don’t know if the (also Arcane) Warlock will get a similar mechanic as it levels, but considering that some of the fluff of the 4e Warlock was a “steal” from the Tome of Magic’s Binder, it seems quite likely that this may be the case.

As you can see, there is already the precedent of an obvious mechanical difference in the way characters of varied power sources obtain their powers. So I was deep in 4e conversation/speculation with the inimitable Ironblue (We know each other IRL) when he suggested that we try to continue the trend and deduce what these mechanical differences might be for some of the upcoming classes. His initial suggestion was how Shadow might work, and that immediately led me to come to a sudden epiphany on how Primal might work right alongside it. I present to you our ideas on the matter.

2 years ago  ::  Mar 24, 2008 - 7:06PM #2
Ironblue
Posts: 295
And now, in immaculately cheesy television host fashion, let's go to Ironblue with the weather!

Thanks Dark! Check out this forecast for the upcoming paragraphs... We've got some widespread Gloom accumulating here, and we're even getting small pockets of... you guessed it... Dark Matter developing along this warm front, with highs approaching absolute Dimness!

Take care around these example powers, ladies and gentlemen. There is a high chance of Debilitation continuing well into this post.

Now that I can't possibly go any lower, I'd like to recognize the effusive and totally egregious praise from Dark080Matter. I swear, he did all the actual work. I'm just a yes man. :D

Without further ado, or any possible kind of ado for that matter,

The Shadow Power Source:

Thematically, it is going to comprise classes whose “magical” Powers draw their form/essence from the Shadowfell. Granted, we have already been told that it’s a false parallel to try to link a Power Source directly to a Plane, but the Shadow power source somehow appears to work better than others with this. Still, leaving that aside our best guess is that the Shadow power source will include concepts like Illusions (based on what we’ve heard Shadow is getting this), Shadow Evocation or Conjuration (drawing forth Shadow energy and sculpting it to match an intended effect) Necromancy and Necrotic energy of all types (blades wrapped in Death energy for example), and Dimensional abilities (teleporting through the Shadowfell, cloaking themselves in Shadow, etc.)

But regardless of what classes end up filling the “Roles” for the Shadow power source, what thematic and flavorful link might all these classes have mechanically? While it may be a poor judgement of just how the Shadow power source is treated in 4e, we decided that the Tome of Magic’s ‘Shadowcaster’ would be the best source to consider while looking for clues as to how this might occur.

What finally came tumbling out of my head was an extension of the idea of the “Fundamentals of Shadow” that the class gets. Except rather than essentially just glorified Cantrips these basic secrets of Shadow magic would become At-Will powers that alter or “shape” other powers (‘Mysteries’ or ‘Secrets’, perhaps) that the Shadow power source has. A lot of the flavor of the Shadowcaster class revolved around shaping, mutating, or bending “Shadow substance” to achieve the desired effect, and this idea would extend that concept by allowing the Shadow classes to personalize their Powers every time they cast them.

The exact mechanics of this might be similar to the Paladin’s use of Lay on Hands: Say at first level the Illusionist/Necromancer/Beguiler etc. has the At-will ability to apply one of 2 different Fundamentals to his Encounter or Daily powers, and could use this ability a total of 3 times Daily. They would (vast majority) be Minor or Move actions so that the character could then use their Standard action to use their Power. These Fundamentals would be linked to various Keywords, and could only be applied to Powers that also matched those keywords. This would open up the design on them more while still preventing absurdly broken combos of Fundamentals to Mysteries (Secrets, Powers, whatever). Here are some examples, deliberately drawing from a number of different Roles.

Consider all of these powers to have something like this added to them:

Special: You can use a Fundamental power up to 3 times per day total, but only once per round. All Fundamentals count towards the same daily limit.


Shadow Power Source - Fundamentals]Retinal Burn Class Feature - Fundamental
At-Will [] Shadow
Move Action Fundamental => “ wrote:

Retinal Burn Class Feature - Fundamental
At-Will [] Shadow
Move Action Fundamental => “Single Target” “Illusion”
Add the following effect: Next turn target is affected by same Power again at a -4 to hit modifier. If the power already has Sustain or a Duration, that limit is increased by 1 turn instead.

Gloom Field Class Feature - Fundamental
At-Will [] Shadow
Minor Action Fundamental => “Burst or Cone” “Shadow”
Add the following effect: For a number of turns equal to you’re * modifier, all creatures standing in spell area suffer a -2 modifier to Hit.

Dark Glare Class Feature - Fundamental
At-Will [] Shadow
Minor Action Fundamental => “vs. Reflex” “Single target”
Add the following effect: The Power is now vs. Will, and if a successful hit is scored the target is also immobilized for one turn.

Umbral Blade Class Feature - Fundamental
At-Will [] Shadow
Minor Action Fundamental => “Weapon” “vs. AC”
Add the following effect: the Power is now vs. Reflex.

Shadow Kata Class Feature - Fundamental
At-Will [] Shadow
Minor Action Fundamental => “Weapon” “Single Target”
Add the following effect: Gain combat advantage vs. one specified Target for one attack roll in this round or next.


Obviously it would be impractical to completely replace all of the Shadow classes At Will powers with Fundamentals, rather like the Divine classes 'Channel Divinity' features they are just that: additional actions that go alongside the standard progression of Attack and Utility Powers. In a similar note, it's a good idea to stress that all these class features are balanced with power selection at the appropriate level. As these fundamentals might or might not be class-specific (like Channel Divinity), a certain care would and should go into allowing just how mutable a PC can make his powers. Fortunately, the shadow powers themselves will be designed with an eye to fundamental compatibility. A little twist here and there goes a long way.

I would assume a progression for these powers roughly similar to the Cleric and Paladin pregens we got to taste (and oh was it spicy) at DDXP. A few of these powers might be hardwired into the specific shadow class (ala Cleric's Turn Undead), but many will be the result of a player's hard decision or feat selection. These powers are, of course, very generic, given the 'shadowy' nature of the shadow base classes, and they could apply to a shadow class of any role.

What's the end result, you ask? What are we looking at here? In a nutshell: We now have Shadow classes with a unique spin on power application, resulting in near endless combinations and synergies with future powers and abilities. Because of the mutability that these classes will enjoy, they might find their actual powers lacking to balance this... In return, each and every shadow attack can be twisted and given a new effect depending on the situation of the day. This gives shadow classes a vastly different playing experience than another power source, and helps put one more brick in that road to fun and exciting flavor mechanics.

Why? Because we can.

Thanks for hearing me out on this, Wizards Community! Back to you, Dark080Matter!

2 years ago  ::  Mar 24, 2008 - 7:06PM #3
dark080matter
Posts: 1059
There's your forecast for the thread, and now let's check back on Dark080matter for news from the Sporting world!

"uhh.... right, back to me for... Sports? March Madness sure is warming up isn't it... and uh.... the Minnesota Timberwolves.... come on make a connection to Primal.... aahhh forget it I quit."

I guess I'd better just leave the humor to Ironblue, I think I'll talk about the Primal power source instead.

The Primal Power Source:

Ironblue’s suggestion fired off the idea in my head that the Primal Power source should have a similar mechanic. While much of what is said about the Primal power source is simply conjecture, we do know from “Races and Classes” that the Primal source is getting the Druid and the Barbarian. The Druid is going to focus on Shapeshifting, and the Barbarian will have some form of Totemic powers (much like the class is given various alternative class features presented in several 3.5 splat books). Lots of Primal ideas have revolved around the “channeling” aspect: A character is not so much using inborn Training, Knowledge, or whatever to achieve their abilities, rather he or she is just instinctively entering a state where Primal forces flow through them and alter their form or abilities.

OK… I saw a trend. The Primal classes that we know of (and have speculated upon) all have alternative forms (often of or related to animals) that alter their abilities in a semi-temporary fashion. This fits right in with Shapeshifting, Wildshape, Rage, Totemic Aspects, Draconic Auras, Spirit Forms, and maybe even Sorcery Auras (not making any presumptions about what the Primal classes will be though, just acknowledging various theories). There might be some others I missed… but regardless that theme seems to be a common thread in lots of classes people seem to be singling out for ascension to “Primal source” status. How does one go about representing this with a semi-Universal mechanical trait in the Power Source?

My best idea was that they are represented like the “Channeling” per Encounter abilities that the Divine classes have… separated from your regular Encounter Attack and Utility powers is a pool of “Aspects” (essentially, Stances if you will) that give you a suite of Forms to take in every encounter. You however only have one Encounter “Slot” for all of these Aspects or Forms, and they are therefore mutually exclusive: You can’t take on Bear and Panther aspect at the same time. A key to this point is that these forms would by and large have the Duration of “Encounter,” and would apply some type of 'Template' (not a literal Racial Template like we know them) but a set of simple alterations onto that classes Powers (and potentially base stats) for the rest of the encounter. So enough theorizing, here are some of the possibilities I saw in the idea, once again deliberately taking influence from several Roles.

Consider all of these powers to have something like this added to them:

Special: You may gain a Template from a power with the keyword Aspect, Totem, Rage, etc. once per Encounter, but if you should activate a power that grants you another Template you lose the older template in exchange for the new one.


Primal Power Source - Aspects]Bear Totem Class Feature - Totem
Encounter [] Primal
Minor Action, Personal
Duration: Encounter
You gain the following template: +2 grappling bonus, +1d6 bonus weapon critical dice, +10 temporary Hit points
Your attack powers with the "Bite" keyword are at +1 to Hit.

Whirling Frenzy Class Feature - Rage
Encounter [] Primal
Minor Action, Personal
Duration: Encounter
You gain the following template: +2 AC and you may now use a Minor action to gain a Standard melee attack, once per turn. You may no longer use social skills for the duration.

Panther Shape Class Feature - Wildshape
Daily [] Primal
Minor Action, Personal
Duration: Encounter
You gain the following template: +2 Reflex, 2 square bonus to speed, you may Shift as a Minor action, and you gain a +2 power bonus to Attacks with the "Claw" keyword. You also may no longer cast spells for the duration.

Aspect of the Stalker Class Feature - Aspect
Encounter [] Primal
Minor Action, Personal
Sustain: Minor
You gain the following template: +2 to AC and Stealth checks. +1d8 Bonus damage dice to one attack vs. a Target you observed uninterrupted for the whole previous turn when you did not take any attack actions.

Ice Field Class Feature - Spell Aura
Encounter [] Primal
Minor Action, Personal
Sustain: Minor
You gain +2 AC
Your attack powers with the "Ice" keyword gain +1 to hit.

Wreathed in Flame Class Feature - Spell Aura
Daily [] Primal
Minor Action, Personal
Sustain: Move
You gain Vulnerable 5 Cold, Resistance 5 Fire
1d6 + Charisma Fire damage to enemies who start their turn adjacent to you, or who strike you with a melee attack while adjacent to you.
Your attack powers with the "Fire" keyword gain +2 to hit.

Spirit Form Class Feature - Form
Encounter [] Primal
Move Action, Personal
Duration: Encounter
You have Concealment and once per turn you gain combat advantage versus a Target who missed you with an attack on their previous turn.
Your attack powers with the "Ethereal" keyword are at +2 to hit.
You may spend a Standard action to give yourself Teleport movement for the rest of your turn.


Just like Ironblue commented on with the Shadow power source, the actual Combat Powers of the Primal source would have to be less powerful taken individually, but they would make up for it by gaining different bonuses based on the player's choice of aspect. Overall the Primal power source would be a suite of basic abilities (say At-Will claw/bite attacks, weapon strikes, or spells and the typical progressions of Encounter and Daily powers based on Role) that would be fundamentally altered every time the player chooses another Aspect to channel.


So… wrote:

Bear Totem Class Feature - Totem
Encounter [] Primal
Minor Action, Personal
Duration: Encounter
You gain the following template: +2 grappling bonus, +1d6 bonus weapon critical dice, +10 temporary Hit points
Your attack powers with the "Bite" keyword are at +1 to Hit.

Whirling Frenzy Class Feature - Rage
Encounter [] Primal
Minor Action, Personal
Duration: Encounter
You gain the following template: +2 AC and you may now use a Minor action to gain a Standard melee attack, once per turn. You may no longer use social skills for the duration.

Panther Shape Class Feature - Wildshape
Daily [] Primal
Minor Action, Personal
Duration: Encounter
You gain the following template: +2 Reflex, 2 square bonus to speed, you may Shift as a Minor action, and you gain a +2 power bonus to Attacks with the "Claw" keyword. You also may no longer cast spells for the duration.

Aspect of the Stalker Class Feature - Aspect
Encounter [] Primal
Minor Action, Personal
Sustain: Minor
You gain the following template: +2 to AC and Stealth checks. +1d8 Bonus damage dice to one attack vs. a Target you observed uninterrupted for the whole previous turn when you did not take any attack actions.

Ice Field Class Feature - Spell Aura
Encounter [] Primal
Minor Action, Personal
Sustain: Minor
You gain +2 AC
Your attack powers with the "Ice" keyword gain +1 to hit.

Wreathed in Flame Class Feature - Spell Aura
Daily [] Primal
Minor Action, Personal
Sustain: Move
You gain Vulnerable 5 Cold, Resistance 5 Fire
1d6 + Charisma Fire damage to enemies who start their turn adjacent to you, or who strike you with a melee attack while adjacent to you.
Your attack powers with the "Fire" keyword gain +2 to hit.

Spirit Form Class Feature - Form
Encounter [] Primal
Move Action, Personal
Duration: Encounter
You have Concealment and once per turn you gain combat advantage versus a Target who missed you with an attack on their previous turn.
Your attack powers with the "Ethereal" keyword are at +2 to hit.
You may spend a Standard action to give yourself Teleport movement for the rest of your turn.[/quote]
Just like Ironblue commented on with the Shadow power source, the actual Combat Powers of the Primal source would have to be less powerful taken individually, but they would make up for it by gaining different bonuses based on the player's choice of aspect. Overall the Primal power source would be a suite of basic abilities (say At-Will claw/bite attacks, weapon strikes, or spells and the typical progressions of Encounter and Daily powers based on Role) that would be fundamentally altered every time the player chooses another Aspect to channel.


So… what does everyone think? Obviously we didn’t manage to come up with anything concerning other Power Sources, like Psionic. That’s where fine fellows like you come in! Feel free to post comments or suggestions about any of the above theories, but please please PLEASE if you could be so kind as to not turn this thread into a discussion of “Well I think Power Source X shouldn’t get class Y” or “Power Source Z is too much like another Power Source, get rid of it!” We simply have plenty of that going on elsewhere in these august Forums.

Does everyone agree with the basic concepts of these proposals? All the background data and our limited deductions of the Arcane, Divine, and Martial power source mechanics may be open to several different interpretations we haven't considered, and if somebody has a different angle as to how power source mechanics will work that is more than welcome.

Please post comments if you enjoyed the thoughts, or have a disagreement or question! And make thoughtful comments and join the discussion if you should feel so inclined!

2 years ago  ::  Mar 24, 2008 - 7:53PM #4
Aximili
Posts: 215
Nice... Very nice...

I'm gonna be honest with you, while I thought the shadow fundamentals idea were a nice fit for the concept, I was ratter sckeptical when reading the primal part.
But I've gotta hand it to you. If that's not how rage and wildshape's gonna work, than I have no clue as to what it.
2 years ago  ::  Mar 25, 2008 - 9:58AM #5
Hugin
Posts: 2213
Well done guys! I think you've really demonstrated the versatility of the 4E design concept. :tiphat:
The Piazza

A renaissance of the Old Worlds.
Where any setting can be explored, any rules system discussed, and any combination of the two brought to life.
2 years ago  ::  Mar 25, 2008 - 11:44AM #6
Alas
Posts: 767
Eeenteresting. I like the way these proposals really get in there and play Tinker-Toys with the action types, descriptors, and usage rates that make up powers. I worry a bit about meta-powers(?) like Dark Glare and Umbral Blade which change the target number of other powers, for that way lies min-maxing madness, but I do note that you've already put a x/day limit on such substitutions, and the fact that they're powers from a different source and class mean they do carry a learning cost.

I think you've demonstrated that the power format has some room to expand for future sources.
2 years ago  ::  Mar 25, 2008 - 11:51AM #7
dark080matter
Posts: 1059

Alas wrote:

Eeenteresting. I like the way these proposals really get in there and play Tinker-Toys with the action types, descriptors, and usage rates that make up powers. I worry a bit about meta-powers(?) like Dark Glare and Umbral Blade which change the target number of other powers, for that way lies min-maxing madness, but I do note that you've already put a x/day limit on such substitutions, and the fact that they're powers from a different source and class mean they do carry a learning cost.

I think you've demonstrated that the power format has some room to expand for future sources.


Thank you very much! :D

Oh yeah that's a good catch, I definitely agree with your concerns about potential min-maxing wackiness from those Fundamentals, hence the reason that as a broad-based rule Fundamentals can only ever be applied to Shadow power source Powers which also must have the relevant keywords. In fact I realize now that this was not made clear enough in the power list (my fault, despite that it's Ironblue's post and his conceptual explanation [oh... and his humor], I'm actually the one who drew up those sample powers and their wording.

I think it's important to note that as a rule, both of these Power Source mechanics (were they to be implemented) requires that the average "power level" of those classes Attack Powers would have to be lower than the average for their level. The entire point is that an extra layer of customizable strength is attached to them, on a battle-to-battle basis.

Hey Ironblue, when you get back could you reword it so that it's more obvious?

Thanks again for commenting, when it's just two guys bouncing ideas off of each other it's a lot different than posting on the forums. I think it's easy to get ahead of ourselves in the explanation when we come around to trying to tell other people about it :P

2 years ago  ::  Mar 25, 2008 - 12:20PM #8
Alas
Posts: 767

Aspect of the Stalker Class Feature - Aspect
Encounter [] Primal
Minor Action, Personal
Sustain: Minor
You gain the following template: +2 to AC and Stealth checks. +1d8 Bonus damage dice to one attack vs. a Target you observed uninterrupted for the whole previous turn when you did not take any attack actions.


(Second bold emphasis mine)

This power got me thinking about what makes up a turn-- you know, the standard + move + minor trifecta-- and how a power might exact its action cost. What if a power source had powers that cost, say, three minor actions? You can take all three actions in one turn (converting the standard and move), or spread them out over two or three turns. Or, what if a power required specifically a standard + move + minor action to activate? Suppose a character had access to three powers with multi-action activation costs; if those costs don't overlap, the character could spend two turns charging up, and unleash all three powers in the third turn.

Hm, that makes taking an action kind of like tapping mana, doesn't it? Well, never mind that for now.

Still, it seems like there could be a power source that would dig complex activations-- perhaps Artifice, or something to do with ley-lines. Unleashing a whole barrage of powers at once seems like it should require a per/day limit to prevent DM sadness, but something about the three action types makes me want to play with how they add up.

What about "inter-character" powers that require actions from multiple participants?

2 years ago  ::  Mar 25, 2008 - 2:29PM #9
Hugin
Posts: 2213

Alas wrote:

What about "inter-character" powers that require actions from multiple participants?


This is a concept I've wanted to see for a very long time in the context of multiple-caster rituals. I think 4E may make this idea much more feasible and consistent within the existing rules. hmmm...

The Piazza

A renaissance of the Old Worlds.
Where any setting can be explored, any rules system discussed, and any combination of the two brought to life.
2 years ago  ::  Mar 25, 2008 - 7:56PM #10
Eldritch_Lord
Posts: 4417

Alas](Second bold emphasis mine)

This power got me thinking about what makes up a turn-- you know, the standard + move + minor trifecta-- and how a power might exact its action cost. What if a power source had powers that cost, say, three minor actions? You can take all three actions in one turn (converting the standard and move), or spread them out over two or three turns. Or, what if a power required specifically a standard + move + minor action to activate? Suppose a character had access to three powers with multi-action activation costs wrote:

(Second bold emphasis mine)

This power got me thinking about what makes up a turn-- you know, the standard + move + minor trifecta-- and how a power might exact its action cost. What if a power source had powers that cost, say, three minor actions? You can take all three actions in one turn (converting the standard and move), or spread them out over two or three turns. Or, what if a power required specifically a standard + move + minor action to activate? Suppose a character had access to three powers with multi-action activation costs; if those costs don't overlap, the character could spend two turns charging up, and unleash all three powers in the third turn.

Hm, that makes taking an action kind of like tapping mana, doesn't it? Well, never mind that for now.

Still, it seems like there could be a power source that would dig complex activations-- perhaps Artifice, or something to do with ley-lines. Unleashing a whole barrage of powers at once seems like it should require a per/day limit to prevent DM sadness, but something about the three action types makes me want to play with how they add up.


I'm wondering...how would that interact with Sustain Minor, Sustain Standard, and Sustain Move? It would be very interesting to see powers that are a Standard+Minor to cast and a Move+Minor to sustain, etc., to improve the tactical options. Or perhaps you can "charge" a power (a la Samus's power beam) by using, say, Standard+Move+Minor one round and a Standard every round up to a certain limit. Particularly since you can trade in actions for Minor actions, they might take a page from SAGA where they use abilities that require 3 swift actions, in one round or distributed (player's choice).

What about "inter-character" powers that require actions from multiple participants?


That would be something I'd love to see.

Hold on....Now that "rituals" are an actual, codified mechanic instead of a fluff thing, maybe you can increase the power of rituals (or decrease casting time) by including more participants to bring the "circle of wizards chanting" thing to life?

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