With the strings of ideas floating around here, and to provide a complete presentation of the classless system, it was about time that I transferred it to a new thread, so that people don't have to look through all 7+ pages of that thread to figure out the details on the system changes made by this homebrew.
Table of Contents Introduction Changes I. Definition of Terms II. Character Creation --A. Race --B. Role --C. Powers III. Actions Available IV. Using Original 4E Options V. Optional Systems --A. Feat System --B. Skill System --C. Tier System
You are both rational and emotional. You value creation and discovery, and feel strongly about what you create. At best, you're innovative and intuitive. At worst, you're scattered and unpredictable.
If you're crossing the street and see a city bus barreling straight toward you with 'GIVE ME YOUR WALLET!' painted across its windshield, you probably won't be reaching for your wallet.
This is what I believe is the spirit of D&D 4E, and my deal breaker for D&D Next: equal opportunities, with distinct specializations, in areas where conflict happens the most often, without having to worry about heavy micromanagement or system mastery.
Introduction This system originally began as a mental exercise, just to see how flexible the 4E modularity methodology really is. However, through the nudgings of mhbjarkistef, I have continued to develop it, possibly to the point where it could be considered a completely different beast from 4E, even though it is still 100% compatible with the parent system.
As I mentioned in the original thread, the inspiration of this system came primarily from two sources: Gamma World 4E, a post-apocalyptic, humor-rich game based completely off 4E, and Dungeon Master's Guide 2 which, among many other wonderful toys it gave to the DM, included the Character Companions.
This system attempts to utilize those two elements, as well as elements introduced in the Essentials product line of D&D 4E, adding a few spins of my own on the system.
Changes 24 February 2012 - Upon realizing that the Weapon keyword was not necessary for most of the weapon powers (see: Unseelie Agent theme), all powers that have the weapon keyword EXCEPT Basic Attacks AND Greater Cleave was removed.
16 February 2012 - Made corrections in Chapter 4, to clarify the effects of converting from original 4E to Classless 4E. - Adjusted Deadly Strike, Life-Giving Word, Role Master, Harrying Assault, Spellblade, Pummeling Crash, Magical Pillar, Spectral Summon, Adrenaline Rush, and Magical Storm. - Added Universal Utilities, which all characters gain. - Added Greater Cleave.
14 February 2012 - Happy Valentine's Day! - Made changes to a lot of powers, in part to allow their use with an implement-based basic attack power. - Added Mana Shock, an implement-based basic attack. It is not considered a replacement for Basic Attack (because being a spellcaster doesn't necessarily negate your punching capability), but it does add some simple control effects, so I considered it as a selectable at-will attack power. - Added Role Master, and allowed single-role characters to utilize the power to close the power gap between them and dual-role characters. - Changed Sneak Attack to Deadly Strike, and changed the Striker benefit yet again. So now the [easily trivial in 4E post-Essentials] need for combat advantage is removed, and Striker primary/Secondary simply deal a lot more damage.
13 February 2012 - Switched the leader benefits of Spellblade and Harrying Assault, for better thematic sense
12 February 2012 - Adjusted Magical Burst, Life-Giving Word, Control Zone - Removed Power Strike for now
10 February 2012 - Fixed Foe's Folly to work with the marked condition. - Increased the use of Control Zone. - Added Power Strike. - Fixed Magical Burst wording and timing - Changed Cleaving Strike's Leader benefit from shift to move
09 February 2012 - Renamed Sneaky Surprise to Sneak Attack, and allowed it to do damage from afar, with the additional benefit of even more damage if you're a dedicated striker and you have combat advantage - Transferred powers to the powers section. - Fixed a variety of powers.
05 February 2012 - made several fixes and tweaks to Foe's Folly, Sneaky Surprise and Control Zone
31 January 2012 - removed Stalwart Defender, and adjusted Foe's Folly - fixed Swift Action and Triggered Action - entered the Using Original 4E Options section
23 January 2012 - Thread created, elements from previous thread merged, fixed in appearance, and presented in this thread.
You are both rational and emotional. You value creation and discovery, and feel strongly about what you create. At best, you're innovative and intuitive. At worst, you're scattered and unpredictable.
If you're crossing the street and see a city bus barreling straight toward you with 'GIVE ME YOUR WALLET!' painted across its windshield, you probably won't be reaching for your wallet.
This is what I believe is the spirit of D&D 4E, and my deal breaker for D&D Next: equal opportunities, with distinct specializations, in areas where conflict happens the most often, without having to worry about heavy micromanagement or system mastery.
I. Definition of Terms Due to the differences between the original 4E and this DIY 4E, some terms have to be established.
Elemental Affinity refers to the types of damage you can deal when using powers that have the Implement keyword.
Skills are now keywords that can enhance actions or powers that have the associated skill. This change is necessary in order to make skills an optional system, in part because when you look at the original 4E system, skill checks are basically specialized ability checks (so DMs can already "fudge it" by calling ability checks and ignoring the skill system). In addition, making them keywords instead of a completely separate skill allows players and DMs alike options to tweak their checks as needed. For instance, players might want to Intimidate with their physical prowess: normally it would require a magical item to do so, but with this system it is simply the use of a Strength check, with bonuses from their Intimidate modifiers. Another example would be the use of Arcana instead of Diplomacy: In this system you actually get three choices: Intelligence checks with the Diplomacy keyword (perhaps using your stocked knowledge to provide key diplomatic terms), Charisma checks with the Arcana keyword (magically influencing your words), and Intelligence checks with the Arcana keyword (casting a spell that influences the creatures' minds).
Swift Actions are actions that can be used only once per turn. This replaces most non-standard, non-move actions found in the original system, so that players now only need to worry about three things: Move, Swift, Standard.
Roles provide the core guidelines on how your character would contribute to combat in particular. Because of the ability check-centric nature of this system, and the lack of classes, there is an intent on giving freedom to roleplay for players and DMs alike, encouraging the use of situational bonuses or even auto-successes for situations most appropriate for a PC's background.
While the term might be odd in this system, Classes are defined in this system as a collection of features and roles, pre-packaged to evoke a specific feel.
Levels in this system are used to track the progress of the characters and the group as a whole, as well as represent how strong one creature is relative to other creatures. Regardless if you use the feat subsystem (or even if you discard the roles completely), character progression is still as follows:
Level 1 : Character creation, including acquisition of two at-will attack powers, one encounter attack power, and one daily attack power
Level 2 : One utility power
Level 3 : One encounter attack power
Level 4 : Raise two stats by 1
Level 5 : One daily attack power
Level 6 : One utility power
Level 7 : One encounter power
Level 8 : Raise two stats by 1
Level 9 : One daily attack power
Level 10 : One utility power
Level 11 : One encounter attack power, raise all stats by 1
Level 12 : One utility power
Level 13 : Replace one encounter attack power
Level 14 : Raise two stats by 1
Level 15 : Replace one daily attack power
Level 16 : One utility power
Level 17 : Replace one encounter attack power
Level 18 : Raise two stats by 1
Level 19 : Replace one daily attack power
Level 20 : One daily attack power
Level 21 : Replace one encounter attack power, raise all stats by 1
Level 22 : One utility power
Level 23 : Replace one encounter attack power
Level 24 : Raise two stats by 1
Level 25 : Replace one daily attack power
Level 26 : One utility power
Level 27 : Replace one encounter attack power
Level 28 : Raise two stats by 1
Level 29 : Replace one daily attack power
Level 30 : none.
For those who may be wondering why level 30 is a "dead level" of sorts, it is because this is effectively the end of your character's journey, sipping with gods, having the universe and parallel planes of existence within the palm of your hands. At this point, you're so powerful that it doesn't really matter if you have a level 30 feature or not
This is the skeletal framework of D&D 4E from levels 1-30, with additional niceties depending on feats, features, paragon paths and epic destinies [and I believe the reason why Demigod's level 30 feature didn't really matter in the developer's eyes at first is because even if it was "broken", there's no further character progress anyway, so with the campaign coming to a close, might as well let the players go crazy for the few hours they'd be using it... although reigning it in was perfectly sensible, given how out-of-line it was relative to other epic destinies ].
Feats in this system are acquired at the same levels as original 4E, except in this instance, feats are no longer mechanical fixes to the system's math, but instead are tweaks that allow you to modify your character as you go along; in other words, the 4E class features would be "baked" into feats, which you could take and tweak as you so desire. In relation to classes, using classes with feats would be offering players highly recommended feats to give the basic "feel" of that class, while allowing more "do-it-yourself" players to establish their own character development path.
You are both rational and emotional. You value creation and discovery, and feel strongly about what you create. At best, you're innovative and intuitive. At worst, you're scattered and unpredictable.
If you're crossing the street and see a city bus barreling straight toward you with 'GIVE ME YOUR WALLET!' painted across its windshield, you probably won't be reaching for your wallet.
This is what I believe is the spirit of D&D 4E, and my deal breaker for D&D Next: equal opportunities, with distinct specializations, in areas where conflict happens the most often, without having to worry about heavy micromanagement or system mastery.
II. Character Creation This section is divided into three portions: Races, Roles, and Powers. The system assumes that PCs will progress at the same rate, much like how 4E currently works.
Races define your "genetic" lineage, or bloodline. Thus, all features presented in this section pertain to the benefits your character has from simply being one of that specific race.
Roles define your character's functionality within a group. There are four roles, as first established in 4E:
Defender - your character focuses on protecting allies, even at your own peril. Your abilities are naturally geared towards allowing you to take hits, keep enemies off your friends' backs, and taking vengeance on those who threaten your allies.
Leader - your character focuses on enhancing allies, leading the group to victory. Your abilities are naturally geared towards increasing your allies' capabilities, sometimes to the point where you grant allies attacks in your stead, or moving them to favorable positions.
Controller - your character has a tool for every situation, manipulating and controlling the scenario to the best of the group's advantage. Your abilities are naturally geared towards weakening and repositioning enemies, among other, more utilitarian efforts.
Striker - your character focuses on taking the big baddie down. Your abilities are naturally geared towards neutralizing single-target threats.
Unlike 4E however, instead of choosing a class with given roles, you instead choose up to two roles during character creation. Optional, alternative systems could be used to change this later on, but roles would be the core feature of the system.
Powers are abilities that your character develops throughout his lifetime. These powers are modified by two things: a character's role (or roles), and optionally, feats. There are basically two types of powers: attack powers, and utility powers. In the broadest of sense, attack powers are powers that intend to harm others, while utility powers are powers that aim to help others.
- - - - - When creating a character, use the following steps, instead of how it is normally done in 4E:
Choose a race
This will help you customize your character's racial benefits
Determine your ability score (22 point-buy, array selection, or rolled ability scores)
This will help you determine your Primary Ability (the highest ability score you have), and the Primary Ability modifier (which is Primary Ability Score/2 - 5, rounded down). Your primary ability modifier mainly affects how damaging your attacks can be, although other situations may call for your primary ability modifier as well.
Determine your hit points (HP)
Hit points are determined in this manner: 7 + Constitution Score + Level * 5
Determine your daily healing surges
Maximum healing surges per day are determined in this manner: 7 + Constitution Modifier
Determine your defenses
Armor Class: 9 + Level + Modifiers. If you chose to wear Light Armor or no armor, add the higher of your Dexterity or Intelligence modifier.
Fortitude: 9 + Level + Modifiers + the higher of your Strength or Fortitude modifier
Reflex: 9 + Level + Modifiers + the higher of your Dexterity or Intelligence modifier
Will: 9 + Level + Modifiers + the higher of your Wisdom or Charisma modifier
Determine your speed
For most races, this is a speed of 6 squares, or 30 feet
Accuracy = 4 + Level + situational modifiers, like Weapon Proficiency for attacks with the Weapon keyword
Primary role
Primary roles grant you an additional power or feature
Secondary role
Secondary roles modify your powers and features
Elemental Affinity
Whenever you make attacks with the Implement keyword, you can change the damage type of the power to one of the elements you have chosen as your Elemental Affinity.
Choose two elements as your Elemental Affinity from the following list: Acid, Cold, Fire, Force, Lightning, Necrotic, Poison, Psychic, Radiant, Thunder
Equipment
At character creation, you get 100gp -- an abstraction of your life's earnings before you began adventuring -- as well as regular cloth armor (regular clothing). Feel free to spend it as you wish, but in this system there are a few changes you may wish to take note of:
Weapons: you can have one, two, or even a dozen various weapons, all described in any way you want. Regardless, these are the stats of each weapon, and their cost:
Unarmed/Improvised Attacks (Range 3/6 if ranged)
Swift: +3 to hit, 1d4 damage [0 gp]
Powerful: +2 to hit, 1d8 damage [0 gp]
Light Weapons (Range 5/10 if ranged)
One-Handed: +3 to hit, 1d8 damage [5 gp]
Two-Handed: +2 to hit, 1d12 damage [15 gp]
Heavy Weapons (Range 15/30 if ranged)
One-Handed: +2 to hit, 1d10 damage [20 gp]
Two-Handed: +2 to hit, 2d8 damage [30 gp]
Armor
Light: +3 Armor Bonus to AC [25 gp]
Heavy: +7 Armor Bonus to AC [45 gp]
Shield: +1 Shield Bonus to AC and Reflex [5 gp]
Note that magical items have no effect on defenses and accuracy, unless specified
You are both rational and emotional. You value creation and discovery, and feel strongly about what you create. At best, you're innovative and intuitive. At worst, you're scattered and unpredictable.
If you're crossing the street and see a city bus barreling straight toward you with 'GIVE ME YOUR WALLET!' painted across its windshield, you probably won't be reaching for your wallet.
This is what I believe is the spirit of D&D 4E, and my deal breaker for D&D Next: equal opportunities, with distinct specializations, in areas where conflict happens the most often, without having to worry about heavy micromanagement or system mastery.
Hey, great stuff - very interested to see where you're heading with this! As someone who's involved with a similar effort, all ideas at how D&D could be played differently are on my radar.
Thanks Jeremy! in the meantime, I'll continue posting all the details as mentioned in the Table of Contents, if that's alright with you
A. Races From lack of development time and resources, choosing a race from any player-available resource would be implemented, although note beforehand that the mechanical benefits of any race is far more restricted here than even in original 4E: as ability scores would have a far weaker impact in combat (and far greater impact outside of combat) due to the decoupling of ability scores -- and almost everything else -- from attack rolls, there would be little need to focus on character-based combat optimization, and more focus on team combat optimization and storytelling.
[ Hitting in combat is usually a culmination of skill and luck, and it's up to the group and d20 to show how that culmination came about. A strong fighter might smash his weapon through an enemy's armor, while a nimble fighter could be slicing through the gaps of his opponent's armor, and a smart fighter could be using the skills he learned in fencing class, whereas a wise warrior could time his attacks right, and a cunning warrior would use bluffs and feints to leave the enemy open to attack [mechanically STR/CON, DEX, INT, WIS, CHA fighters, all hitting the target]. With this in mind, and given how only the people who blatantly ignore combat anyway would avoid increasing their primary stat, why bother with complicating the math? Less bookkeeping, more storytelling if you ask me ]
This will serve as a placeholder for races and racial features that would be different from how the classic 4E presented them. In the meantime, here's how it works:
The first time you create a character, one of the most important decisions would be your character's background, which is a mix of bloodline, history, and tendencies, among other bits.
With regards to race, each race has a particular set of features, culture, and even common names. Choosing a race provides you with certain mechanical benefits, but are generally restricted in this manner:
Average height and weight. This is primarily arbitrary (read: Fluff), although in certain instances like jumping to reach a dangling rope, this might actually come into play.
+2 for to up to two stats, typically one stat that is common among all creatures of that race, while the other stat can vary between creatures of the same race. For instance, dwarves are naturally tough, but not all dwarves are naturally drawn to the hammering of a forge or a battlefield. Hence, the common stat is Constitution, whereas the variable stat is either Strength, or Wisdom (for the more spiritually-inclined worshippers of Moradin).
Races that have no common stat -- currently only Humans have this drawback -- can instead gain a +1 racial bonus to all non-AC defenses.
All races are medium unless specified.
All races are speed 6 (can travel up to 6 squares / 30 feet) unless specified.
All races know Common and one other language -- usually the language that is unique to their race -- unless specified.
For those utilizing the skill system, all races are skilled in up two skills, granting a +2 racial bonus to those skills
All races have two unique racial features
All races have one racial utility encounter power
Note that within a race can be found variations in their genes, also known as subraces. These variations allow certain characters to have uniquely distinct features that vary even between those of the same race. Regardless of subrace, however, these are the only racial elements that change with subraces:
The non-Common language. While on the character sheet the character speaks the same language as any other of their race -- for instance, Wood Elves, Grey Elves and Dark Elves all speak Elven -- in game there is likely a dialect difference within each subrace, so the DM might make Charisma checks and Wisdom checks more difficult to succeed when dealing with NPCs of a different subrace than the PCs, and easier when dealing with NPCs of the same subrace as that of the PCs. This is an optional, mostly fluff-based difference however.
The skill bonuses. For instance, Wood Elves would be skilled in Nature, Grey Elves would be skilled in magic (Arcana), and Dark Elves would be skilled in Dungeoneering.
The unique racial features. Again with the elves as an example, Wood Elves would be skilled with bows, Grey Elves would be skilled with swords, and Dark Elves would have darkvision.
The racial utility encounter power. Again with elves, Wood Elves have Elven Accuracy, Grey Elves would have Fey Step, and Dark Elves could choose Cloud of Darkness.
B. Roles Regardless if you accept it or not, D&D has always had roles for each player to bring to the table: be it "meatshield, healer, skill monkey, wizard" or "defender, leader, controller, striker", they've always been there from antiquity. 4E simply clarified these roles and made their contributions more equally distributed. This system aims to bring it down to the basics and expand on that, by allowing players to create their own characters based on what they can do to help allies in need.
These roles also affect how you can utilize your powers. Whenever you use a power, you can choose to have additional benefits, based on your role (or roles).
If your DM has removed the use of roles, don't worry: most of those powers work even without any roles in mind, although that means that you may have far less interesting options at hand, in which case you might have to make your own options
If your DM utilizes the feat system, it is completely possible that a feat will allow you to change at least the secondary role of your character, or even the primary role. In these cases, please refer to the Optional System: Feats for more details.
Here are the initial benefits for each role:
Defender: You gain the Defender's Aura and Foe's Folly powers
Controller: You gain the Control Zone power
Striker: You gain the Deadly Strike power Leader: You gain the Life-Giving Word power
Special: While it is possible that your primary role is the same as your secondary role, the fact that most of your powers work best with two different roles means that you have much less variety and are likely less able to compete with dual role characters in the long run. To lessen the gap between single-role and the dual-role characters, if your character's primary and secondary role are the same -- for example, Defender primary, Defender secondary -- you gain the Role Master power during character creation.
C. Powers D&D 4E introduced a feature format that were unpopular for some people called "powers", with opponents citing how it makes everyone just the same, how it's restrictive, and how it prevents players from being innovative and therefore un-fun. However, the power block format is a simple and elegant, albeit fluff-bare, method of printing features -- arcane spells, masterful parries, sweeping blows, divine prayers, etc. -- in a manner that's easy to understand and resolve, so this is another feature of D&D that I believe would stay as a core concept, if only to help players identify which is what within the system, like how often can you use a feature, or if a feature came from an item or from your class' power list.
This list aims to be as simple, yet thorough as possible, but it can't be helped if the list is far from exhaustive, since there is no real way to cover everything that a character can do, with or without powers as a guideline. Regardless, in the spirit of the game, these powers aim to let you play combat in a much more dynamic and tactical method, while minimizing slowdowns that would be introduced by the added complexity.
Take note that these powers list only the base effects -- effects that would likely happen regardless of story or situation. However, players are allowed and encouraged to use these powers in ways that are not written in the books (for example,using a fireball spell to set a building aflame). In such cases, it is up to the DM to determine if the attempt is even possible, as well as the actual effects of such improvised actions.
For simplicity's sake, this portion is divided according to the following groups of powers: racial and role utility powers, basic attacks and attack powers, utility powers that have levels, and universal utility powers that all characters can use [the last one being a reintroduction of specialized skill checks as powers].
Whether it be through a magical aura or a combination of fighting skill and clever tactics, you work to occupy nearby foes to keep them distracted.
At-WillAura
Swift Action - Personal
Effect: You activate an aura 1 that lasts until you end it as a swift action or until you fall unconscious. While in the aura, any enemy takes a -2 penalty to attack rolls when it makes an attack that does not include among its targets either you or an ally of yours who has this aura active. Marked enemies are not subject to this aura.
Foe's Folly
Defender Attack
Ignoring you in battle leaves a foe open to a devastating assault.
At-Will
Triggered Action - Close Burst 5
Target: One enemy marked by you or subject to your Defender's Aura. Trigger: The target makes an attack that targets an ally of yours but not you or an ally who has an active Defender's Aura, or leaves a square adjacent to you without teleporting.
Effect: Apply one of the following effects, based only on your secondary role:
Leader: One ally within 5 squares of you that is nearest to the triggering enemy gains temporary hit points equal to your primary ability modifier as a swift action.
Controller: You can slide the triggering enemy one square to a square adjacent to you as a swift action. The enemy's movement ends, but the enemy can still use other actions that allow hiim to move, such as a standard action.
Striker: You deal damage to the target equal to your primary ability modifier as a swift action.
Defender: You can take half of the damage one ally adjacent to you would receive from the triggering attack as a swift action. If you do so, the ally takes half damage instead.
Special: You can only use this power once per round outside your turn.
Deadly Strike
Striker Attack
A feint, a bluff, a flash of light. Everything is a blur to the dying foe at your feet.
At-Will
Triggered Action - Personal
Trigger:You hit with an attack against an enemy.
Effect: The target takes 1d6 extra damage. This damage increases to 2d6 at level 11, and 3d6 at level 21. In addition, the attack gains an additional benefit based on your secondary role:
Leader: The next ally who hits the target gains temporary hit points equal to your primary modifier.
Defender: The target is marked by you until the end of your next turn.
Controller: You can slide the target 1 square.
Striker: You can move 1 square as a swift action before the end of your turn. If you end this movement in concealment or cover, as a triggered action you can make a Dexterity or Stealth check to become hidden.
Special: You can only use this power once per turn. However, using this does not count toward the normal restriction on Triggered Actions.
Control Zone
Controller Attack
Enemies become confused or afraid at what you may do next.
Encounter (Special)Zone
Swift Action - Area Burst 1 within 10
Effect: The burst creates a zone that lasts until the end of your next turn. The effect of this zone depends on your secondary role:
Leader: Allies gain combat advantage against enemies in the zone.
Defender: Enemies take a -2 to attack rolls while in the zone.
Striker: Enemies who start their turn in the zone take damage equal to your primary ability modifier.
Controller: Creatures that start their turn in or adjacent to the zone are slowed until the end of their turn.
Special: You can use this power twice per encounter, but only once per round during your turn. At level 15, you can use this power an additional time per encounter.
Life-Giving Word
Leader Utility
Your words of encouragement help your allies push on, against all odds.
Encounter (Special)Healing
Swift Action - Close Burst 5 (10 at level 15, 15 at level 25)
Target:You or one ally in the burst
Effect: The target spends a healing surge, and has an additional effect based on your secondary role:
Defender: The target gains temporary hit points equal to your primary ability modifier + level.
Striker: The target has combat advantage for his next attack roll before the end of his next turn.
Controller: Slide an enemy in the burst 3 squares.
Leader: The target regains additional hit points equal to your primary ability modifier, and another ally in the burst other than the target regains 1d6 hit points. Increase the hit points regained by the other ally to 2d6 at level 6, 3d6 at level 11, 4d6 at level 16, 5d6 at level 21, and 6d6 at level 26.
Special: You can use this power twice per encounter, but only once per round during your turn. At level 15, you can use this power an additional time per encounter.
Role Master
Role Utility
Your skill in a specific style is unmatched.
Encounter
Triggered Action - Special
Target:You use an encounter or daily attack power.
Effect: After the triggering power has resolved, you gain one of the following benefits, depending on your role:
Leader: As a swift action, one ally (level 11: one or two allies, level 21: each ally) within 5 squares of you can make a basic attack as a swift action.
Defender: Choose one enemy affected by the triggering power. That enemy is weakened until the start of your next turn.
Controller: Each creature hit by the triggering power takes a -2 penalty to defenses and saving throws until the end of their next turn.
Striker: If one target of the triggering power is reduced to 10 hit points (20 hit points at level 11, 30 hit points at level 21), reduce that target to 0 hit points instead.
You concentrate your energies and strike at your opponent with a forceful blow.
At-WillImplement
Standard Action - Melee Touch or Ranged 10
Target:One creature
Attack:Level + 4 vs. Reflex
Hit: 1d6 + Primary ability modifier damage, and you push the target 1 square. Level 11: 2d6 + Primary ability modifier damage, and you push the target 2 squares.
Special: This power counts as a basic attack.
Harrying Assault
Attack 1
You repeatedly strike at an opponent, hampering his movement.
At-Will
Triggered Action - Special
Trigger:You hit with a basic attack during your turn.
Target:The creature you hit with the triggering attack.
Effect: Your basic attack gains one of the following benefits, based on your primary or secondary roles, but not both.
Leader: The first ally who attacks the target before the start of your next turn gains a +1 power bonus to their next attack roll.
Controller: The target grants combat advantage to the next attack against it.
Defender: The target takes a -2 penalty to its next attack roll before the start of your next turn.
Striker: The target takes extra damage equal to your Primary ability modifier.
Cleaving Strike
Attack 1
You swing your weapon in a wide arc.
At-Will
Triggered Action - Special
Trigger:You hit with a basic attack during your turn.
Target:The creature you hit with the triggering attack.
Effect: Your basic attack gains one of the following benefits, based on your primary or secondary roles, but not both.
Leader: One ally adjacent to you or the target can move 2 squares as a swift action.
Controller:You can push each creature adjacent to you or the target 1 square.
Defender: The target and one creature adjacent to you or the target are marked until the end of your next turn.
Striker: One creature adjacent to you or the target takes extra damage equal to your primary ability modifier.
Magical Burst
Attack 1
A silvery projectile is launched from your hand, and detonates on impact.
At-WillImplement
Standard Action - Ranged 10
Target:One creature
Attack:Level + 4 vs. Reflex
Hit: 1d8 damage. In addition, the power has one of the following benefits, based on your primary or secondary roles, but not both.
Leader: One ally adjacent to the target either gains temporary hit points equal to your Primary ability modifier or makes a saving throw as a swift action.
Controller: You can slide the target and each creature adjacent to it 1 square and knock them prone.
Defender: The target and each adjacent enemy is marked until the end of your next turn.
Striker: The target and each creature adjacent to it takes extra damage equal to your Primary ability modifier.
Level 21: 2d8 damage.
Spellblade
Attack 1
Magical energy dances on your blade, with each strike exploding into a fantastic array of elemental fury.
At-WillImplement
Triggered Action - Close Burst 10
Target:One creature in burst other than the target of the triggering attack
Trigger:You hit with a basic attack
Effect: The triggering attack deals the same damage type as the Elemental Affinity you chose for this power. In addition, the target gains one of the following effects, based on your primary or secondary role, but not both:
Leader: If the target is an ally, he can make a saving throw as a swift action.
Controller: You can slide the target three squares.
Defender: The target takes a penalty to its next damage roll equal to your primary ability modifier.
Striker: The target takes damage equal to your primary ability modifier. Increase the damage by 2 at level 11, and by 4 at level 21.
Your powerful strike causes your foe to stagger a bit.
Encounter
Triggered Action - Special
Trigger:You hit with a basic attack during your turn.
Target:The target of the triggering attack.
Effect: The attack deals 1[W] extra damage, and you can push the target up to 1 square. In addition, the power has two of the following benefits, based on your primary and secondary roles.
Leader: One or two allies can make a basic attack against it as a swift action.
Controller: The target is knocked prone and slowed until the end of its next turn.
Defender: If the target makes an attack against an ally that does not include you before the end of your next turn, as a triggered action you can shift up to 2 squares to a square adjacent to the target and make a melee basic attack against it.
Striker: You can move your speed as a swift action. If you end your turn adjacent to an enemy, you have combat advantage for your next attack against that enemy before the end of your next turn.
Level 11: The triggering attack instead deals 2[W] extra damage. Level 21: The triggering attack instead deals 3[W] extra damage.
Magical Pillar
Attack 1
A huge pillar of magic erupts from underneath your enemies.
EncounterImplement
Standard Action - Area Burst 1 within 10
Target:Each creature in the burst
Attack:Level + 4 vs. Reflex
Hit: 1d6 + Primary modifier damage, and each target is pushed 3 squares. You gain two additional benefits based on your primary and secondary roles:
Leader: Each ally in the burst regains hit points equal to your Primary ability modifier. If an ally is still bloodied after regaining his or her hit points, as a swift action they can spend a healing surge to gain temporary hit points equal to their healing surge value, instead of regaining hit points.
Controller: Each enemy in the burst is blinded until the end of your next turn.
Defender: Enemies you hit with this power deal half damage to your allies with their next attack before the end of your next turn.
Striker: One creature in the burst takes an additional 1d6 extra damage, even on a miss.
Level 11: 2d6 + Primary modifier damage
Level 21: 3d6 + Primary modifier damage
Spectral Summon
Attack 1
An image of a fiery knight appears and proceeds to assault your foes.
EncounterImplement, Illusion, Conjuration
Standard Action - Ranged 5
Effect: You conjure a medium or smaller creature of your choice in an unoccupied square within range. This creature occupies that square, blocks enemy movement but allows allies to move through it, and lasts until the end of your next turn, or until you dismiss it as a swift action. You can move the creature 5 squares as a move action. Additional abilities of the creature are based on your primary and secondary roles:
Leader: As a swift action this turn, each ally within two squares of the creature can make a saving throw.
Controller: Each enemy that start their turn adjacent to the conjuration is slowed until the end of its turn.
Defender: If an enemy adjacent to the conjuration makes an attack and does not include you or an ally with an active defender aura as a target, as a triggered action you can push the enemy 1 square and knock it prone.
Striker: Once before the end of your next turn, as a swift action outside your turn you can make a basic attack against the target, using the creature's square as the attack's point of origin.
Like a sickle to wheat, you fell many foes in one great sweep
EncounterWeapon, Fear
Standard Action - Close Burst 1
Target:Each enemy in burst.
Attack:Charisma or Strength vs. Will (+5 if the target is unfriendly, +10 if the target is hostile)
Effect: Make a melee basic attack against each target in the burst. In addition, you gain the benefits of two of the following effects below, depending on both your primary and secondary role:
Leader: Each ally in the burst can move 1 square as a swift action.
Controller: The target is pushed up to 2 square and knocked prone.
Striker: The target takes ongoing 2 damage (save ends). Increase the ongoing damage to 4 at level 11, and 6 at level 21.
Defender: Each target and each enemy adjacent to it is marked until the end of your next turn.
You instantly become filled with the rush of battle.
DailyImplement
Triggered Action - Personal
Trigger:You become bloodied.
Attack:You can instead activate this as a swift action during your turn.
Effect: Until the end of the encounter, you benefit from two of these effects, based on your primary and secondary role:
Leader: Each ally within 2 squares of you gain a +2 power bonus to saving throws.
Controller: Each enemy adjacent to the target of your basic attacks take damage equal to your Primary Ability modifier.
Defender: You gain temporary hit points equal to your primary ability modifier at the end of each of your turns.
Striker: You gain a +1 power bonus to attack rolls.
Magic Storm
Attack 1
The battle is enveloped in a blanket of magical destruction.
DailyFear, Implement
Standard Action - Area Burst 1 within 20
Effect: The burst creates a zone that lasts until the end of your next turn. As a move action you can move the zone 6 squares. The zone has two effects, based on your primary and secondary roles:
Leader: Allies that start their turn in the zone gain resistance to all damage equal to your primary ability modifier until the end of their turn.
Controller: Enemies that start their turn in the zone are knocked prone.
Defender: Enemies in the zone that make an attack against an ally that does not include you or an ally with an active defender aura as a target take damage equal to 3 + your primary ability modifier as a swift action once per round. This damage increases to 6 + your primary ability modifier at level 11, and 9 + your primary ability modifier at level 21.
Striker: Your attacks deal 1d6 extra damage against enemies in the zone.
Sustain Swift: The zone persists until the end of your next turn.
Hit: You have superior concealment against the target, and can use the Evading Maneuver power against the target as a triggered action.
Special: You cannot use this more than once per encounter on the same creature.
Evading Maneuver
Universal Utility
You become quiet and stealthy.
At-WillStealth
Triggered Action - Close Burst Sight
Target:Each creature you have superior cover or concealment against.
Attack:Dexterity vs. Wisdom or Perception +10
Hit: You are Hidden from the target, meaning you are Invisible and Silent against the target.
Miss: If you were previously Hidden from the target, the Hidden condition against the target ends.
Special: If you moved more than two squares, repeat the check at a -5 penalty. If your movement involves running, increase the penalty to -10.
Special: This power can be used at the end of a move action, or at the end of any movement that is part of another action.
Monster Lore
Universal Utility
You try to recall the strengths and weaknesses of your foe.
At-WillVaries
Swift Action - Close Burst Sight
Target:One creature in burst
Attack:Dexterity vs. Wisdom or Perception +10
Effect: If the target is Aberrant or Natural in origin, make a Wisdom check. Otherwise, make an Intelligence check. Use the following DC table, instead of the regular DC table: Target DC - Type of information learned 15 - Name, Type, Keywords 20 - Powers 25 - Resistances and Vulnerabilities +5 if the target is of paragon tier, +10 instead if the target is of epic tier.
Special: Use the following table to determine the power's keyword Keyword - Target Origin Arcana - Elemental, Fey, Shadow Dungeoneering - Aberrant Nature - Natural Religion - Undead
Ferocious Intimidation
Universal Utility
You cause your foes to cower in fear and obey your next command.
At-Will (Special)Intimidate
Swift Action - Close Burst Sight
Target:At least one creature who can see or hear you.
Attack:Charisma or Strength vs. Will (+5 if the target is unfriendly, +10 if the target is hostile)
Hit: The target takes one of the following actions:
Reveal information
Surrender (must be bloodied)
Any action that you determine, if it is possible to do so.
Special: During combat, you cannot use this power against the same creature more than once per encounter, and creatures immune to the Fear keyword cannot be affected by this power.
Special: After the power is resolved, the target becomes hostile towards you.
You are both rational and emotional. You value creation and discovery, and feel strongly about what you create. At best, you're innovative and intuitive. At worst, you're scattered and unpredictable.
If you're crossing the street and see a city bus barreling straight toward you with 'GIVE ME YOUR WALLET!' painted across its windshield, you probably won't be reaching for your wallet.
This is what I believe is the spirit of D&D 4E, and my deal breaker for D&D Next: equal opportunities, with distinct specializations, in areas where conflict happens the most often, without having to worry about heavy micromanagement or system mastery.
III. Actions Available 4E saw the advent of a myriad of actions. To be honest, I felt overwhelmed by the number of options served to me by the game. This system reigns it in a bit, and lessens the need for higher System Mastery, by reducing actions to the following:
Standard Action - virtually all combat spells and attacks would take a Standard Action. Standard Actions can also be used to take a Move or Swift Action instead.
Swift Action - Swift Actions are actions you can take once per turn, unless specified by the powers or features that use it.
Triggered Action - Triggered Actions are actions you can take once per triggering event, seen in the "Trigger" portion of the line. The triggering event must be resolved before the Triggered Action is resolved.
Special: Swift Actions granted by Triggered Actions are resolved as part of the Triggered Actions.
Move Action - This action is reserved primarily for moving your character up to the number of squares/feet allowed to your character.
These will serve as the basic actions available, although the DM is free to alter or remove the restrictions placed on each action type as needed. Most of the time, only three actions are available to you during your turn:
Standard Action Move Action Swift Action
While outside your turn, there is only one action available to you: Swift Action.
[ Notice the absence of opportunity actions: this is in part to speed up and simplify gameplay, but also because 4E has introduced so many anti-opportunity action options (including multiple square shifts, teleports, etc.), might as well just remove it and merge it into the Swift Action. ]
Triggered Actions can happen any time -- even during times you normally cannot take actions -- but the only control you have over it is if you'll use the ability or not, not when the ability would happen. The basic idea is that if the triggering event does not occur -- for instance, you want to use an attack power that triggers when you hit an enemy with your basic attack, but missed with your basic attack -- then you cannot use the given power.
[ This technically removes the Reliable keyword and merges it into basically every weapon power. ]
You are both rational and emotional. You value creation and discovery, and feel strongly about what you create. At best, you're innovative and intuitive. At worst, you're scattered and unpredictable.
If you're crossing the street and see a city bus barreling straight toward you with 'GIVE ME YOUR WALLET!' painted across its windshield, you probably won't be reaching for your wallet.
This is what I believe is the spirit of D&D 4E, and my deal breaker for D&D Next: equal opportunities, with distinct specializations, in areas where conflict happens the most often, without having to worry about heavy micromanagement or system mastery.
IV. Using Original 4E Options 4E has a significantly higher number of actions available to players than in this system. Most notably, 4E originally has the following types of actions:
Minor Action Move Action Standard Action Immediate Reaction Immediate Interrupt Opportunity Action Free Action No Action
For this system to allow the use of 4E options, a conversion system has to be established. Use this as a guide:
Swift Actions that can only be used during your turn - Minor Action - Free Action (if the Free Action power does not have a "Trigger" line) - No Action (if the No Action power does not have a "Trigger" line)
Triggered Actions - No Action - Immediate Reaction - Immediate Interrupt - Opportunity Action - Free Action (if the Free Action power has a "Trigger" line) - No Action (if the No Action power has a "Trigger" line)
Move Action Move Action
Standard Action Standard Action
Take note that just because you had more actions in the original 4E, doesn't mean that those actions translate to this subsystem with no changes whatsoever: Opportunity Actions and Immediate Actions no longer stack even though they key off the same trigger (once per triggering action only), Free Actions and No Actions no longer are loose in terms of usage and no longer work alongside Minor Actions (unless specified), etc.
You are both rational and emotional. You value creation and discovery, and feel strongly about what you create. At best, you're innovative and intuitive. At worst, you're scattered and unpredictable.
If you're crossing the street and see a city bus barreling straight toward you with 'GIVE ME YOUR WALLET!' painted across its windshield, you probably won't be reaching for your wallet.
This is what I believe is the spirit of D&D 4E, and my deal breaker for D&D Next: equal opportunities, with distinct specializations, in areas where conflict happens the most often, without having to worry about heavy micromanagement or system mastery.
You are both rational and emotional. You value creation and discovery, and feel strongly about what you create. At best, you're innovative and intuitive. At worst, you're scattered and unpredictable.
If you're crossing the street and see a city bus barreling straight toward you with 'GIVE ME YOUR WALLET!' painted across its windshield, you probably won't be reaching for your wallet.
This is what I believe is the spirit of D&D 4E, and my deal breaker for D&D Next: equal opportunities, with distinct specializations, in areas where conflict happens the most often, without having to worry about heavy micromanagement or system mastery.
You are both rational and emotional. You value creation and discovery, and feel strongly about what you create. At best, you're innovative and intuitive. At worst, you're scattered and unpredictable.
If you're crossing the street and see a city bus barreling straight toward you with 'GIVE ME YOUR WALLET!' painted across its windshield, you probably won't be reaching for your wallet.
This is what I believe is the spirit of D&D 4E, and my deal breaker for D&D Next: equal opportunities, with distinct specializations, in areas where conflict happens the most often, without having to worry about heavy micromanagement or system mastery.