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    minigame: mass combat (mass combat skill challenge)

    Monday, June 27, 2011, 7:01 AM

    Last night, I had the finale of my campaign: a mass combat. Now, my players were not only the super-duper behind-enemy-lines team, but were also part of the mass combat (as luitenants). Their first objective was to lead their platoons to part of the enemy line, and afterwards they went on to secure certain check points. With help of the forums, I devised a sort of mini-game which the players found very fun. So I thought I'dd share it with you people.

    1. Idea of the skill challenge

    Each player will receives a number of platoons, and will choose a path they will follow. On this path, they encounter enemies (or obstacles), and roll skill checks to see if their platoons survive. For each platoon that survives, the players get a small (one time) bonus

    2. What you need

    Platoons

    You'll need 3 platoons for each player (I had 6 players, so I created 18 platoons).

    • They don't need to be unique (I created 10 platoons, but some I duplicated the human conscripts 4 times, ...) 
    • A platoon (usually) gives a bonus during the skill challenges and (usually) gives a one time bonus when it survives (either the entire party or any one PC/enemy - it's not the intent to give the bonus only to the player succeeding).
    • These bonusses don't need to be uber balanced: players will choose their own teams. If one player hordes the good owns, they other players will end up weaker, in which case less platoons survive.

    This is what some of my platoon looks like

    Human conscripts  
    these humans are a disorganized bunch, but versitile
    Bonus: +1 to all skillchecks
    Survival (interrupt): +1 on any d20 roll or denfense
    Trampling beasts  
    A horde of animals ready to overrun your enemies
    Bonus: If you fail a skillcheck, you may sacrifice this platoon instead of losing a random platoon
    Survival: none
    necromancers  
    Sometimes, combat medics are too expensive
    Bonus: +2 to history, insight, religion
    Survival: switch with one fallen platoon

    Paths

    For each player you'll need a path.

    • a path could contain one or more initial skill checks. These set the DC for all following skill checks (I started at base 24, if they succeeded it became 22 indicated with a minus ); if they failed it became 26 (indicated with a plus)
    • each path contains 7 skill checks

    For example:

    Onslaught (ST=structures)
    bad luck, you just HAD to take the hardest route
    Initial: Perception: (0/-) Stealth (+/0)
    Day 1a: 'achilles' (history to know the legend)
    Day 1b: three specialist (insight to figure out tactics)
    Night 1: assassins ('opposite' thievery)
    Day 2a: swarms of locust n bees (endurance)
    Day 2b: arcane forest n archers (acrobatics to dodge)
    Night 2: help the wounded (heal)
    Final: sphinx (streetwise to find the answer)
    Arcane attack  
    Your path is outside Ixidor's reach but infested with chaotic residue of magic
    Level: Arcane (+/-)
    Day 1a: Pilars of light (perception to coordinate without looking)
    Day 1b: Intelligent lightningbolt (acrobatics to dodge)
    Night 1: golems in ruin (arcane for weakspot)
    Day 2a: blood rain (burns flesh) (endurance)
    Day 2b: Intelligent bulettes (insight to figure out tactics)
    Night 2: bullette tunnels (athletics)
    Final: sleep deprevation (morale)

    3. Rules and Example of the skill challenge

    1. Let the players pick the teams.

    Put all platoons on the table, and let the players pick 3 (as there are 3 platoons per player, but this only ends if they all agree on their teams).

    Adam picks the human conscirpts, the necromancers and the trampeling beasts

    2. Let them pick create a formation.

    When a random platoon dies, the DM rolls a d4. On each of the platoons the player puts at least one number. The one with the most numbers has the most chance of dying. When it does, he needs to reformat his formation. possbly putting one platoon in more danger then the other one.

    Adam numbers his platoons (1) human conscirpts (2) the necromancers (3 & 4)the trampeling beasts

    3 Let them pick a road.

    Give a discriptions of the roads they can take, and afterward let them pick one.

    DM: "OK, there are 6 possibile routes, one circling left through the swamps, one circling slightly less left, through a zone of chaotic arcane power one straight ahead through the enemy army, one on a path that looks unguarded, and one circling right through the mountains and one through the shadow realm".

    Adam: "OK, as my character is a barbarian, I'll pick the one straight ahead"

    DM: marks Onslaught with Adam and marks that he has humans, necro's and beasts

    4 Rounds of rolling skills

    Now to keep things interesting, (so nobody gets borded) seperate the I split a skill check into two parts: explaining and effect after rolling. As initiative isn't needed, I counter clock wise from player to player. While players are not rolling they can also listen how the other players are doing on their routes

    4.1 Initial checks

    (I explain the situation to the players right of Adam, and it's Adam turn)

    DM: "Adam, so, your barbarian has picked the route through the enemy armies. Now as you know, suprize and such are very important. So I'dd like a perception check to see enemies before you see them, and a stealth check to see how good you can hide from your enemies".

    (While Adam rolls his dice, I explain the situation to the players left of Adam, I handle the dice rolls of the players right of adam, and it's Adam turn again)

    Adam: "Ok, I got a 30 on perception, but only 15 in stealth."

    DM: looking at his card, that's a plus and a minus, so the DC doesn't change "you're good at spotting your enemies, but allas you make a lot of noise. Like a true barbarian horde, your group doesn't know how to stay quiet."

    (I handle the dice rolls of the players right of adam, and explain that now the siege begins)

    4.2 other checks

    (I explain the situation to the players right of Adam, and it's Adam turn)

    DM: "OK, Adam you encounter a single guy on your path. You send in a couple of humans to finish him of, but they don't even leave a mark. Roll a history check to see if you know something about this guy"

    (While Adam rolls his dice (he gets +2 from the necro's and +1 from the humans), I explain the situation to the players left of Adam, I handle the dice rolls of the players right of adam, and it's Adam turn again)

    Adam: "I got a 19 on history, is that enough?"

    DM: "Allas. You don't seem to know anything about this guy, so decide to send in ... " ... rolls a d4, which is a 2 ... "your necromances." While they get massacred, you can continue your route"

    Adam: "actaully, while I see that it's not going well, I let the them retreat and send in the beasts as diversion." Adam sacrifices his beasts (gives them to the DM), and changes his formation: he numbers his humans (1,3 & 4), while his necro's stay (2)

    (I handle the dice rolls of the players right of adam, and then restart with day 2b (the afternoon of that day))

    If a player has no more platoons, he still continues. If he fails an other skill check, he loses a healing surge until the war is over.

    5 Aftermath

    Afterward, soe cards can trigger

    Adam lost his beasts, and humans, but didn't lose his necromancers. After combat, he decided to sacrifice his necro's to get his humans back.

    6 After this minigame

    In the following combats of the war (the PCS being the behind-enemy-line specialists) they can use the platoons bonusses as one time bonusses. These could represent things that he platoons do or did

    One encounter with many minions stats with all enemies gaining ongoing 1 necrotic (no save) (a survival ability of plague bearing zombies - flavorish, these enemies have been attacked some time ago, and a disease has spread).

    An other encounter started with enemies having a -10 on initiative (dwarf engineers blew up some bridges, which is why this enemy troop was slower)

    John misses a daily power against the main enemy by only one and decides to use the bonus that Adams humans give. Just like a consumable, nobody can use that platoon's bonus anymore.

    3.7 (1 Ratings)
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    out of combat skills - list

    Saturday, April 2, 2011, 12:29 AM

    As follow up on the knack article, as part of the guide to disreality, here is a list of possible knacks. Sorry for the delay


    Accounting
    Figures and tables, calculations and concentration. Used to manage funds and goods.
    Attributes: Constitution, Intelligence
    Keywords: Mental and Tool or Location

    Acting
    All the world's a stage.  Used for anything from high class theater to harvest plays.
    Attributes: Wisdom, Charisma
    Keywords: Solo, Interpersonal, Artistic

    Appraisal
    How to determine the difference between a diamond and a bit of paste.
    Attributes: Intelligence, Wisdom
    Keywords: Mental and Tool or Complex: by topic
    Synergy Bonus: +2 if trained in Perception or topic

    Architecture
    Building a better building.  Designing and planning construction.  Misc bonus for complexity.
    Attributes: Intelligence, Wisdom
    Keywords: Mental, Complex: Streetwise or Dungeoneering
    Synergy Bonus: +2 if trained in Streetwise or Dungeoneering

    Astronomy
    Look to the stars!  Identifying the celestial spheres and their practical purposes
    Attributes: Intelligence, Wisdom
    Keywords: Mental, Complex: Nature or Arcana
    Synergy Bonus: +2 if trained in Nature or Arcana

    Blacksmithing
    All manner of metalwork, from the most ornate blade to the simplest horseshoe.
    Attributes: Strength, Constitution
    Keywords: Manual, Tool, Location, Component, Productive
    Synergy Bonus: +2 if trained in Endurance

    Calligraphy
    The fine art of penmanship, the soul of the word and symbol expressed through paint and brush.
    Attributes: Dexterity, Wisdom
    Keywords: Tool, Artistic, Productive

    Carpentry
    Cutting, shaping, or crafting wood into tools, furnishings, or construction equipment.
    Attributes: Strength, Dexterity
    Keywords: Manual, Tool, Location, Component, Productive

    Composer
    Writing music, from the bawdiest bar song to the grandest symphony.
    Attributes: Intelligence, Charisma
    Keywords: Mental, Artistic, Productive

    Construction
    The practical art of crafting buildings.  Used to erect structures of all shapes and sizes.
    Attributes: Strength, Constitution
    Keywords: Manual, Location, Component, Productive

    Cooking
    Preparing food of all types.  If it can be eaten, this knack can make it better.
    Attributes: Constitution, Dexterity
    Keywords: Tool or Location, Component, Productive
    Synergy Bonus: +2 if trained in Nature

    Courtier
    The art of keeping afloat in the sea of politics.  Social interactions, from court intrigue to rumor mongering and scheming.
    Attributes: Wisdom, Charisma
    Keywords: Solo, Location, Interpersonal, Competitive
    Synergy Bonus: +2 if trained in Bluff or Insight

    Cryptography
    Codes, cyphers, secret messages, and the breaking and deciphering thereof.
    Attributes: Intelligence, Wisdom
    Keywords: Mental, Complex: Thievery
    Synergy Bonus: +2 if trained in Insight or Thievery

    Dancing
    Movement, rhythm, and physical expression.
    Attributes: Dexterity, Charisma
    Keywords: Artistic, Solo or Interpersonal
    Synergy Bonus: +2 if trained in Acrobatics

    Distiller
    Putting dead stuff in barrels and drinking what comes out.  Brewing of all manner of beverages.
    Attributes: Constitution, Intelligence
    Keywords: Location, Component, Productive

    Drawing
    From stenciling a still life to creating a masterpiece.
    Attributes: Dexterity, Charisma
    Keywords: Manual, Tool, Artistic, Productive

    Drillmaster
    Military instruction, training in various weaponry, and turning recruits into hardened soldiers.
    Attributes: Strength, Charisma
    Keywords: Manual, Interpersonal, Competitive
    Synergy Bonus: +2 if trained in Athletics

    Engineering
    Constructing complex devices, everything from a siege engine to a diabolical trap.
    Attributes: Dexterity, Intelligence
    Keywords: Manual, Mental, Location, Component, Productive
    Synergy Bonus: +2 if trained in Dungeoneering

    Espionage
    Subterfuge and spying.  Used as a more advanced form of Bluff, such as infiltrating an organization, as well as the counterintelligence to its own devices.
    Attributes: Wisdom, Charisma
    Keywords: Interpersonal, Competitive
    Synergy Bonus: +2 if trained in Bluff

    Farming
    Growing, tending, and caring for various crops and produce.
    Attributes: Constitution, Wisdom
    Keywords: Manual, Location, Component, Productive
    Synergy Bonus: +2 if trained in Nature

    Fishing
    The fine sport of beast versus man+worm on pole.  Used for catching or netting aquatic life.
    Attributes: Dexterity, Wisdom
    Keywords: Manual, Tool, Productive or Competitive
    Synergy Bonus: +2 if trained in Nature

    Forgery
    Duplicating documents or other objects, usually for nefarious purposes.
    Attributes: Dexterity, Intelligence
    Keywords: Tool, Productive, Complex: Thievery
    Synergy Bonus: +2 if trained in Thievery

    Gambling
    Opposed competition over games of change.
    Attributes: Wisdom, Charisma
    Keywords: Interpersonal, Competitive
    Synergy Bonus: +2 if trained in Bluff, Insight or Perception

    Glassblowing
    The intricate use of molten glass in various forms of art, from sculpture to stained glass windows.
    Attributes: Constitution, Dexterity
    Keywords: Manual, Tool, Location, Component, Productive

    Herbalism
    Knowledge of plants and fungi and their various uses in poultices and poisons when properly prepared.
    Attributes: Intelligence, Wisdom
    Keywords: Tool, Component, Complex: Nature
    Synergy Bonus: +2 if trained in Nature

    Innkeeper
    Managing a tavern, bar, inn, or other service locale.
    Attributes: Constitution, Charisma
    Keywords: Location, Interpersonal
    Synergy Bonus: +2 if trained in Streetwise

    Jeweler
    Crafting various finery from gems, metals, and other materials.
    Attributes: Dexterity, Intelligence
    Keywords: Manual, Tool, Component, Location, Artistic

    Law
    Legal systems, principles, edicts, and practices,from courtrooms to constitutions.
    Attributes: Intelligence, Wisdom
    Keywords: Mental, Complex: History
    Synergy Bonus: +2 if trained in History

    Leadership
    Inspiring a group of individuals to follow your vision as one.
    Attributes: Wisdom, Charisma
    Keywords: Solo, Interpersonal
    Synergy Bonus: +2 if trained in Diplomacy or Intimidate

    Logistics
    An army moves on its stomach.  The practical methods behind organizing supplies, trade networks, or shipments and transportation.
    Attributes: Constitution, Intelligence
    Keywords: Mental, Tool, Interpersonal

    Mining
    Chisel, meet rock.  Rock, chisel.  Extracting ore from quarries, pits, or other mining operations.
    Attributes: Strength, Constitution
    Keywords: Manual, Tool, Location
    Synergy Bonus: +2 if trained in Nature

    Navigation
    The fine art of not getting lost.  From towns to trails, finding your way around and learning where you are.
    Attributes: Intelligence, Wisdom
    Keywords: Mental and Tool, Location, or Complex: by area
    Synergy Bonus: +2 if trained in Perception or associated skill

    Perform: Singing
    Vocal artistry used in songs and sagas, bar rhymes and ballads.
    Attributes: Constitution, Charisma
    Keywords: Solo, Interpersonal, Artistic               

    Perform: Wardrum
    A primal instrument of percussion, often used in ceremony or war.
    Attributes: Strength, Charisma
    Keywords: Tool, Solo, Interpersonal, Artistic

    Perform: Violin
    The playing of a certain stringed instrument with a bow.
    Attributes: Dexterity, Charisma
    Keywords: Tool, Solo, Interpersonal, Artistic

    Piloting
    Directing a vehicle, usually a boat, airship, or nautical vessel.
    Attributes: Dexterity, Wisdom
    Keywords: Manual, Tool or Location
    Synergy Bonus: +2 if trained in Perception

    Pottery
    The art of ceramics, from clay, stone, metals, or other earthenware.
    Attributes: Dexterity, Constitution
    Keywords: Manual, Artistic, Component, Productive

    Sailing
    Crewing a vehicle, skills in its repairs, maintenance, and functions.
    Attributes: Strength, Constitution
    Keywords: Manual, Location
    Synergy Bonus: +2 if trained in Endurance or Nature

    Scribing
    The practical job of transferring information through duplication.
    Attributes: Constitution, Dexterity
    Keywords: Manual, Mental, Tool, Location, Productive

    Sentry
    Used to construct and man watches, patrols, and other defenses.  While not invalidating the need for Perception to detect an enemy sneaking in, this knack can assist in the overall difficulty of the defenses against such an intrusion.
    Attributes: Constitution, Wisdom
    Keywords: Location, Interpersonal, Competitive
    Synergy Bonus: +2 if trained in Perception

    Servant
    Caring for and assisting another individual, usually by handling the menial labor.
    Attributes: Constitution, Wisdom
    Keywords: Manual, Interpersonal
    Synergy Bonus: +2 if trained in  Diplomacy or Stealth

    Sewing
    Needlework, cloth, and other tailoring skills.
    Attributes: Constitution, Dexterity
    Keywords: Manual, Tool, Productive
    Synergy Bonus: +2 if trained in Perception or topic

    Stonemason
    Used to hew, cut, and construct stone into various forms.
    Attributes: Strength, Constitution
    Keywords: Manual, Tool, Location, Component, Productive
    Synergy Bonus: +2 if trained in Endurance

    Strategy
    The art of warfare.  Planning, calculating, and carrying out battle tactics.
    Attributes: Intelligence, Wisdom
    Keywords: Mental, Interpersonal, Competitive
    Synergy Bonus: +2 if trained in History

    Teaching
    The instruction of pupils to further their knowledge of a certain subject.
    Attributes: Intelligence, Charisma
    Keywords: Interpersonal, Complex: by topic
    Synergy Bonus: +2 if trained in the topic

    Tinkering
    Repairing, analyzing, or improving upon mechanical systems.
    Attributes: Dexterity, Intelligence
    Keywords: Manual, Mental, Tool, Component, Productive
    Synergy Bonus: +2 if trained in Thievery

    Use Rope
    The various uses of rope, from the practical to the exotic to the unsafe for work.
    Attributes: Strength, Dexterity
    Keywords: Manual, Tool, Productive

    Woodcutter
    The art of acquiring lumber through applied deforestation. Cutting, sawing, etc.
    Attributes: Strength, Constitution
    Keywords: Manual, Tool, Location, Productive
    Synergy Bonus: +2 if trained in Nature

    Writing
    Skill with the written word.  Producing essays, papers, pamphlets, pink slips, and stories.
    Attributes: Intelligence, Charisma
    Keywords: Mental, Artistic, Productive

    3.7 (1 Ratings)
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    one of my characters: Scorpio

    Wednesday, March 9, 2011, 5:53 AM

    Ok, so I have a block builder, but sadly, it only builds html blocks. So for on-line game play. I need a charater sheet site that supports html. As I haven't find that yet, I'm posting my character sheet here for now ...

    Sardis 'Scorpio' Carsidio, Lvl 21 Tiefling warlord; battlemage; demigod

    Stats:

    Str 24 (+17) 16 base +6 level +2 demigod
    Con 14 (+12) 12 base +2 level
    Dex 11 (+10) 9 base +2 level
    Int 24 (+17) 14 base +2 race +6 level +2 demigod
    Wis 12 (+11) 10 base  +2 level
    Cha 18 (+14) 14 base +2 race +2 level
    hp 126 (83)
    11 healing surges (42 hp) (41+1item)
    AC 37 =
    27 base +1shield +9armor
    Fort 37 =
    27 base +1class +1armor +5amulet +3feat
    Refl 36 =
    27 base +1shield +5amulet +3feat
    Will 34 = 24 base +1class +5amulet+1item +3feat
    attack weapon +26=

    17base +2prof +4magic +2feat  +1(h.f. blood)

    attack impl. +24= 17base +4magic +2feat +1(h.f. blood)

    Skills:
    Acrobatics +10, Arcane +22, Athletics +21, Bluff +16, Endurance +15, History +22, Intimidate +19, Stealth +11
    Feats:

    weapon expertise ((errata) +2 feat bonus attack), astral fire (+3 damage if fire or radiant),hellfire blood ((errata)+1 nameless bonus to attack & damage with fire) multiclass wizard (magic missle as encounter power), hafted defences (polearm -> +1 shield bonus to AC & reflex), power swap(daily), power swap(utility), skill power(1 skill power from PHB3), Arcane Implement Proficiency (arcane power; use heavy blade as implement), fiery rebuke ((errata'd) infernal wrath: +5 fire damage), Irresistable flame (PHB, fire resist count as 20 lower),  Combat commander (combat leader uses +stat init instead of +2 init), Durable (+2 healing surges) Improved defenses (+3 feat bonus to all defenses)
    Unstatted Items: +5 amulet, +5 stalkerhide of resistance (necrotic)

    Powers/Abilities:
    Combat leader: allies within 10 squares who can hear & see you: +7 init
    Resourceful Presence: (martial power) when an ally who can see you spends an AP to make an attack, + 17 damage (half lvl+int). if the attacks hits no target, the ally gains 14 temp hp (half lvl+cha).
    Arcane Riposte (battlemage/errata): OA may be +24 vs AC; 1d8+11 fire
    Battle mage action: when I spend AP, I get +4 to attack until the beginning of my next turn
    Battle Edge: when first time bloodied: use an at will as immediate reaction
    Feats: fire resistance counts as 20 less
    Vision: Low Light
    Bloodhunt: +1 racial bonus to attacks against bloodied foes
    Resistance: Fire 15 (5+half level). Necrotic 15 (armor)

    Furious Smash Warlord 1
    At Will Martial, Melee, Fire
    Standard action - Melee weapon
    Target:1 creature
    Attack:+26 vs Fort
    Hit: 7 fire damage (fire resistance counts as 20 less), 1 ally adjacent to you or the target gets a +4 power bonus to attack & damage (before the end of his next turn)

     

    Vipers strike Warlord 1
    +17 = 7str+4magic+(3+1)fire+2item
    At Will Martial, Melee, Fire
    Standard action - Melee weapon
    Target:1 creature
    Attack:+26 vs AC
    Hit: 4d4+17 fire(fire resistance counts as 20 less)(brutal1)
    Effect: if the target shifts befor the start of your next turn, it provokes an OA from an ally

     

    Infernal Wrath (errata'd) Tiefling
    +16 = 7 int + 5 fiery rebuke +(3+1)fire
    Encounter Fire
    Free action - Close burst 10
    Trigger: An enemy within 10 squares of you hits you
    Target:The triggering enemy in burst
    Effect: The target takes 3d6 +16 fire damage (fire resistance counts as 20 less).

     

    Inspiring Word Warlord
    lvl 21: 3/enc; range 15; 5d6 boost
    3/encounter Martial, Healing
    Minor action - Close burst 15
    Target:you or 1 ally in burst
    Effect: healing surge + 5d6

     

    Magic Missle (errata'd) Multiclass wizard
    damage: base is 5+7int+4ench force; converted to fire (so +3+1)
    Encounter Arcane, Force Fire, Implement
    Standard action - Ranged 20
    Target:One creature
    Effect: 20 fire damage (fire resistance counts as 20 less)
    Special: May be used as basic attack

     

    Lion's Roar Warlord 7
    7str+4magic+(3+1)fire+2item
    Encounter Martial, Weapon, Fire
    Standard action - Melee weapon
    Target:1 creature
    Attack:+26 vs AC
    Hit: 4d4+17 fire damage(fire resistance counts as 20 less)(brutal1)
    Effect: you or 1 ally within 5 sqr spends a healing surge

     

    Forcefull retort battlemage 12
    7int+4magic+(3+1)fire
    Encounter Arcane, Implement, Force, Fire
    Standard action - Close burst 1
    Target:Each enemy in burst
    Attack:+24 vs Fort
    Hit: 3d8+15 fire damage(fire resistance counts as 20 less), push 1 , knock prone

     

    Denying Smite warlord 13
    7str+4magic+(3+1)fire+2item
    Encounter Martial, Weapon, Fire
    Standard action - Melee weapon
    Target:1 creature
    Attack:+26 vs AC
    Hit: 6d4+17 fire damage(fire resistance counts as 20 less)(brutal1).
    Effect: choose 1 ally within 5 sqr. the target can't attack that ally with melee or ranged attacks until end of your next turn

     

    Bloody Termination warlord 17 (martial power)
    7str+4magic+(3+1)fire+2item; +4 cha
    Encounter Martial, Weapon, Fire
    Standard action - Melee weapon
    Target:1 creature
    Attack:+26 vs AC
    Hit: 6d4+21 fire damage(fire resistance counts as 20 less)(brutal1). If the attack's damage doesn't reduce the target to 0 hp, make a melee basic attack against the target with a +4 to attack and damage

     

    Ice Storm power swap (daily) 9
    7int+4magic+(3+1)fire
    Daily Arcane, Implement, Zone, Cold, Fire
    Standard action - Area burst 3 within 20 sqr
    Target:each creature in burst
    Attack:+24 vs fortitude
    Hit: 2d8+15 fire damage (fire resistance counts as 20 less). & immobilized (save ends)
    Miss: half damage & slowed (save ends)
    Effect: creates a zone for 5 minutes. difficult terrain

     

    Make them bleed warlord 15
    7str+4magic+(3+1)fire+2item
    Daily Martial, Weapon, Fire
    Standard action - Melee weapon
    Target:1 creature
    Attack:+26 vs AC
    Hit: 6d4+17 fire damage(fire resistance counts as 20 less)(brutal1) & ongoing 5 (save ends)
    Effect: until end of encounter, when you or an ally hits the target, that attack also deals ongoing 5 (save ends)

     

    Storm of carnage warlord 19 (martial power)
    7str+4magic+(3+1)fire+2item
    Daily Martial, Weapon, Fire, Healing
    Standard action - Melee weapon
    Target:1 creature
    Attack:+26 vs AC
    Hit: 8d4+17 fire damage(fire resistance counts as 20 less)(brutal1)
    Miss: make a melee basic attack against the target
    Effect: Until end of encounter, each time you or an ally misses with an encounter or daily melee attack power, that character can make a melee basic attack against the same target as a free action

     

    Closing Spell Battle mage 20
    7int+4magic+(3+1)fire
    Daily Arcane, Implement, 1 element
    Standard action - Area burst 5 within 20 sqr
    Target:each enemy in burst
    Attack:+24 vs reflex
    Hit: 3d10+11 (or +15) damage. (type: Cold, Fire, Lightning or thunder).(fire resistance counts as 20 less) Add 5d10 damage of the same type if you have no other daily powers remaining
    Miss: half damage

     

    Aid the Injured Warlord 2
    Encounter Martial, Healing
    Standard action - Melee touch
    Target:you or 1 adjecent creature
    Effect: The target can spend a healing surge

     

    Rousing words Warlord 6 (martial power)
    Encounter Martial, Healing
    Minor action - close burst 5
    Target:you or 1 ally in burst
    Effect: The target can spend 2 healing surges

     

    Arcane Gate Power swap (util) 10
    Daily Arcane, Teleportation
    Minor action - range 20
    Target:2 unoccupied squares
    Effect: until end next turn. Any creature that enters one square can move to the other if if they were adjecent (only if not occupied)
    sustain: minor

     

    Arcane Rejuvenation Battle mage 12
    28 = 21level + 7 int
    Daily Arcane, Healing
    Immediate Interrupt - Personal
    Trigger: you are reduce to 0 or less
    Effect: you regain 28 hp

     

    Warlords Banner Warlord 16
    Encounter Healing, Martial
    Standard action - Close burst 5
    Target:each ally in burst
    Effect: can spend healing surge. Until end of your next turn, each target gains a +2 power bonus to attack rolls

     

    Reactive Surge PHB3; Skill power (endurance)
    Encounter Healing
    Immediate Reaction - Personal
    Trigger: An attack bloodies you
    Effect: Spend a healing surge

     

    Flaming glaive +4 lvl 20 item
    Damage: 2d4
    Critical: +4d6
    Power ( At willFire ) : all damage done by this weapon is fire (an other free action returns it to normal)
    Power ( DailyFire ) : Free action: if hit with this weapon: +3d6 fire & ongoing 15 fire (save ends)

     

    Gauntlets of destruction Level 18 (85 Kgp)
    Slot: hands
    Propperty: When rolling damage on melee attacks, reroll all 1s until they come up as something other than a 1.

     

    Acrobat boots 520 gp
    Slot: feet
    Propperty: +1 acrobatics
    Power(at will): minor: stand up from prone

     

    Belt of Vigor 520 gp
    Slot: waist
    Propperty: +1 to healing surge value

     

    Circlet of Indomitability 3400 gp (AV)
    Slot: head
    Propperty: +1 will

     

    Iron Armbands of Power 1800 gp (AV)
    Slot: arms
    Propperty: +2 damage with melee attacks

     

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    Guide To Disreality - Custom Weapons

    Wednesday, February 2, 2011, 8:28 AM

    (link to introduction & table of content)

    The point-buy weapon customization system

    (By upho, slightly modified by Qube)

    The Basics

    Using the Point-Buy System is an easy way to create new weapons while considerably decreasing the risk of accidentally creating an over- or underpowered item. The system is strictly based on the currently existing weapons in official WotC 4e sources, i.e. it only uses the properties and restrictions etc which can be found in or derived from those sources. All published weapons except a few odd cases with special properties such as Rogue Weapon Talent daggers or the overpowered Double Sword are balanced according to the system (see also "Important Notes" below).

    Starting with a few basic weapon stats you add properties, change values etc according to your wishes. Each change you apply to the weapon either decreases the number of points (such as making the weapon two-handed) or increases the number of points (such as giving the weapon a larger damage die). A weapon has a limit of 4 points. Depending on which type of weapon you wish to create, follow the instructions for either "Military and Superior Melee Weapons", "Simple Melee Weapons" or "Ranged Weapons".

     

    Military and Superior Melee Weapons

    Military and Superior melee weapons can belong to any melee weapon group except mace or staff, and one specific weapon may also belong to two or even three groups. You have considerably more options to choose from when creating a Military or Superior melee weapon than a weapon of any other type.

    In order to make a Military or Superior melee weapon you are limited to 6 points and the following weapon "base" (see special rules for Double Weapons below): 

    Base weapon: Military one-handed melee, +2 proficiency, 1d4 damage

    Apply changes and adjust available points according to the following:

    Modification Cost
    Superior -2
    Two-handed -4
    +3 proficiency 2
    First weapon group (any except Light Blade or Polearm) 0
    Light Blade (always first group, max 1d8 damage die) 2
    Additional weapon group (any except Light Blade or Polearm) 1
    Polearm including Reach (may only be added to a Two-handed weapon, must have at least one other group)^
    4
    Polearm excluding Reach (may not be added to a One-handed Military weapon, must have at least one other group)^ 2
    Defensive 2
    Heavy Thrown 5/10 or 3/6 with any group other than Flail (can only be applied to a one-handed weapon)*** 2
    Heavy Thrown 10/20 with any group other than Flail (can only be applied to a one-handed weapon)*** 4
    Heavy Thrown 5/10 or 3/6 with Flail (can only be applied to a one-handed weapon)*** 4
    High Crit
    2
    Off-Hand with any group other than Light Blade (can only be applied to a one-handed weapon)*: 2
    Off-Hand with Light Blade (can only be applied to a one-handed weapon)* 0
    Reach for weapon other than Polearm (can not be applied to a One-handed Military or Small weapon)^ 2
    Small (max 1d8 damage die for weapons that Small characters can wield as 1-handed weapons) 2
    Versatile (can only be applied to a one-handed weapon without the Light Blade group) 0
    Brutal 1 (per weapon die: 2d4 cost twice as much) 1
    Brutal 2 (can only be added to a weapon using a d10 or d12 damage die) 2

    One step damage increase 
                 d4 - d6 - d8 - d10 - d12 - 2d6 **^

    2


    ^: A weapon with the Polearm group and/or reach property combined with the Heavy Blade or Flail group has an extra damage progression step - 2d4 - between 1d8 and 1d10.

    *: A weapon with the Off-Hand property and +2 proficiency may not have a larger damage die than 1d8, with +3 proficiency not larger than 1d6. (A Double Weapon does not have this limit, see separate instructions below.)

    **: One-handed weapons with a damage die of d10 or d12 automatically gains the Versatile property.

    ***: A Heavy Thrown weapon with the range 5/10 may not have a damage die larger than 1d6, range 3/6 or 10/20 not larger than 1d8.


    Double Weapons

    If you want to make a Double Weapon, start with 12 points and the following base weapon:

    Base weapon: Military one-handed melee, +2/+2 proficiency, 1d4/1d4 damage, stout, defensive, off-hand

    Improve the both ends of the weapon separately using the “Military and Superior Points Adjustment Table” (above), as if creating two 6-point one-handed weapons.

    Double Weapon restrictions:

    • Double Weapons can not have the Reach property.
    • The Off-Hand property does not limit a Double Weapon's damage.
    • No property of the base weapon can be removed or exchanged for another property

     

    Simple melee weapons

     
    All Simple melee weapons belong to one of the groups heavy blade, light blade, mace, spear or staff. In order to create a simple melee weapon you start with 4 points and the following weapon: 

    base weapon: Simple one-handed melee, +2 proficiency, 1d4 damage

    Modification Cost
    Two-handed -2
    +3 proficiency 2
    Simple weapon group except Light Blade or Staff 0
    Light Blade ( max 1d6 damage die) 2
    Staff (may only be added to a Two-handed weapon) 2
    Heavy Thrown 5/10 or 3/6 with any group other than Spear (can only be applied to a one-handed weapon)***
    2
    Heavy Thrown 10/20 with Spear group (can only be applied to a one-handed weapon)*** 2
    Off-Hand (can only be applied to a one-handed weapon)* 2
    Versatile (can only be applied to a one-handed weapon without the Light Blade group)** 0

    One step damage increase (below):
                 d4 - d6 - d8 - d10 - d12 - 2d6 **^

    2

    ^: A weapon that has a larger damage die than 1d8 may either use 2d4 or 1d0 (decided at creation)

    *: A weapon with the Off-Hand property and +2 proficiency may not have a larger damage die than 1d6, with +3 proficiency not larger than 1d4.

    **: One-handed weapons with a d8 damage die automatically gains the Versatile property.

    ***: A Heavy Thrown weapon with the range 5/10 may not have a damage die larger than 1d4, range 3/6 or 10/20 not larger than 1d6.

    Ranged Weapons

    The ranged weapons are divided into two groups using different “embryos” and points adjustment tables: Projectile Weapons and Light Thrown Weapons. Projectile Weapons include weapons belonging to the ranged weapon groups with the Load propery, ie bows, crossbows and slings. Light Thrown Weapons include ranged weapon groups that may have the Light Thrown property: light blades or flails.

    To create a Projectile Weapon (bow, crossbow or sling), you start with 6 points and the following base weapon: 

    base weapon: Military two-handed ranged, +2 proficiency, 1d4 damage, range 10/20, load minor

    Modification Cost
    Superior -2
    Simple 2
    +3 proficiency 2
    Bow, Crossbow or Sling group 0
    One-handed (Crossbow or Sling only) 2
    Load Free with Bow or Sling 0
    Small (max 1d8 damage die) 2
    One step damage (and range) increase (below)
                 d4 - d6 - d8 - d10 - d12 - 2d6
    2

    To create a Light Thrown Weapon (light blade or flail), you start with 4 points and the following:

    base weapon: Superior one-handed ranged, +2 proficiency, 1d4 damage, range 4/8

    Modification Cost
    +3 proficiency 2
    Light Blade group 0
    Flail group 2
    1d6 damage 2
    Range 6/12 2
    Range 10/20 4

     

    Important Notes

    The system is not completely fail-safe against unbalanced weapons. Always compare your result with existing weapons and check if feat combinations or class features may upset the balance (and if so, please post your build here). Double Weapons, weapons with reach and the polearm group and weapons with multiple groups (especially if Light Blade is included) deserve extra attention here, as certain class features and feat combinations may make such weapons very powerful. Also, the system can not (yet) be used for creating balanced weapons with properties other than those included. If you would like to make a new special weapon requiring a multiclass feat or a new Superior Dagger usable with the Rogue Weapon Talent class feature, for example, feel free to use the system as a guideline but remember that the value of each component may be quite different when applied to a weapon the system doesn't support.

    The reason certain weapons in the PHB has "non-compliant" damage, such as the Greatsword, is that WotC originally used the polearm/reach damage table for Two-handed weapons. Some of the older weapons "switched" to the 2-handed table directly after "buying" 1d8 in the 1-handed table, meaning the next step became 2d4 instead of 1d10. That is the reason for the Greatsword not dealing more damage than the Bastard Sword (1d10) and the later Fullblade dealing 1d12 - the Greatsword spent one additonal point in order to reach 1d10.

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    Guide To Disreality - Out of combat skills

    Wednesday, October 13, 2010, 2:39 PM

    (link to introduction & table of content)

    (By Dragoncat)

    There's been a lot of talk about skills related less to the day-to-day dungeon lifestyle, and more about Herculean labors like cleaning the stables and cooking tonight's dinner. Things that can't always be solved with a sword or a fireball, things that require....tact, a work ethic, common sense, or other things anathema towards people who beat up monsters and take their stuff.

    The goals for the following are thus:

    1. It's going to be modular. The 4th edition math is, a few errors aside, pretty good for keeping a combat rpg. The name of this game will be to allow you to have that precious Perform proficiency without requiring you to suck at all forms of battle in the process.
    2. It's going to be general. There won't be specific rules for the eighteen different types of Basket weaving, plus three more for the underwater variety. Sorry.
    3. It's going to be practical. I've got some notes on the back-end for using these within a campaign, and ways in which they can be expanded in time should the reception not involve pitchforks and torches.

    So, with that in mind, let's get on to business.

     

    1. Knacks and you

    Knacks are little things your character knows how to do. Some people write novels, some weave baskets underwater, some bake exotic deserts. From learning the special techniques of kobold mating dances to studying supernal fashion statements, the primary purpose of this set of traits is to flesh out random things in which your character has some expertise.

    Generally, they are not the kinds of skills that aid you in fighting through a horde of undead to rescue the dragon from the evil princess. Once in a blue moon, however, they might play into your adventure... and that's when the fun begins!

    But they are not all there is to the world. Between divine intervention and the pinnacle of mortal ingenuity, you'll find many ways that people perform even the most ordinary task in extraordinary ways.

     

    2. Anatomy of a Knack

    Each knack carries a few terms; its name, a short description, the two attributes, and a series of keywords. Some also carry a miscellaneous bonus for a certain skill. If you are trained in that skill, you get a +2 bonus to the knack.

    For the example:

    Perform: Violin  
    The use of the violin to perform music.
    Attributes: Dexterity, Charisma
    Keywords: Tool, Solo, Interpersonal, Artistic

     

    Fishing  
    Capture or acquire various aquatic lifeforms, usually for food.
    Attributes: Dexterity, Wisdom
    Keywords: Tool, Location, Productive or Competitive
    Synergy Bonus: +2 if trained in nature

    Name and Flavor Text are quite self explanatory: They represent the knack.
    Each knack uses two attributes upon which the activity relies for success. These are used when rolling for its primary function. When using a knack, the PC adds both modifiers of these attributes together.
    Keywords are used to help distinguish one knack from another, and to set up the game terms by which they are used. Some are requirements, such as Tool or Location, while others are merely descriptive, like Artist, and used for certain techniques.

    • Artistic indicates that the results of the check are based on aesthetic excellence. The check is therefore based far less on the practical applications than the sense of beauty that it evokes.
    • Competitive knacks require an opponent to be used. Whereas many knacks can be used in opposed checks, these only function when two or more individuals clash together.
    • Component activities require general or specific materials to be present before the action can take place. 
    • Complex means the knack relies upon general knowledge from other disciplines, represented by the knack requiring training in a knack before it can be used. Any complex knack, however, gains a natural +2 synergy bonus from its required knack.
    • Interpersonal indicates some interaction takes place for the knack to function. This might require an audience, a staff of people working for the PC, a group to be opposed or manipulated, or even an authority the PC serves.
    • Location requires a certain environment for the knack to work, from a smithy to a sailing ship to a fishing hole.
    • Manual involves physical, hands-on work, and will likely result in bodily fatigue. While a single knack may involve a bit of physical activity, Manual indicates that the task focuses on the body.
    • Mental centers around calculation, understanding, thought. From accounting to natural philosophy. Just like above, Mental implies that the Knack is almost completely based on the mind's labors. Please note, the two are not mutually exclusive; building a complex and intricate device could be both mental and manual given the degree of thought and coordination required.
    • Productive knacks make something. As simple as that, the check result is based on creating a tangible, real object.
    • Solo means the activity is completely independent; no one can use the two main Cooperation rules (see below) to assist the action. It would be possible for several individuals to be using the same knack, I.e. three people playing the same instrument, but each one rolls checks independently under the Stereo method. Again, see below.
    • Tool means that the process requires a piece of equipment, something a person can carry. The exact requirement varies by knack.

    3. Cooperation

    Let's face it, no man is an island. Getting together for a single project is part of life: People work in groups.

    If multiple parties want to combine their efforts on a single knack, they can produce something (hopefully) better than any of them could accomplish individually. Or they might all fail together in a spectacular manner. Share victory, share defeat.

    There are several methods by which parties can pool their talents.

    1. Partnership: Creating a single product from the work of multiple individuals, each of whom shares the burden equally.

    Mechanically, this roll is the same as a normal knack roll instead you may choose who's modifiers you use. While the commoner might be trained in farming, the fighter does the manual labour. And the druid knows a thing or two about nature. The commoner makes a framing roll as normal (see chapter 5 for more information) using his ranks, but instead of using his own constitution modifier, he uses the fighter's. he also gets a +2 synergy bonus on the roll, as the druid is trained in nature.

    2. Assistance. Otherwise known as Aid Another. Treat this as the same process with a certain number of individuals bolstering the knack of another party. Rather than working on the project directly, assistants can improve the check result without being too involved to let their lack of expertise become a detriment.

    3. Stereo. The only ability available for Solo Knacks, the group each performs their own work, combining the sum total into an overall check. Each rolls their knacks individually, then the sum of their results is added together and divided by the total number of participants. While a single individual of worth can help carry the group higher, one bad egg in the clutch can dampen the entire effort. Its use, however, is for something more mainstream, when you want a solid overall quality without much variance based on chance or group disparity, aka everyone's gotta do it, so might as well do it right.
    The final result is the average of all checks.

    Partnership is good for producing a single result as close to perfection as you can get, Assistance helps boost any particular roll through affiliations or helpers, and Stereo is useful for quantity over quality situations.

     

    4. Aquiring knacks (simplified variant, by Qube)

    At level 1 you gain up to 5 ranks. When creating higher level characters, they gain 3 ranks for each level above the first. During game play, each full day you spend specifically training the knack, you gain an additional rank on that knack. This is intensive studying - you don't produce anything else, and aren't able to do anything else of intrest that day.
    In a single knack, you can't have more ranks than half your level plus 2.

    This way, if the PCs have an audience with the king, they can first spend a day or two learning the proper etiquette.

    Obviously, players can abuse this, taking months and months off to learn all possible knacks. However, since these are secondary skills, that's not really a problem: is it so overpowered that all the PCs excel in playing the drums, sewing, and farming?

     

    5. The mechanics of the knack roll

    A single Knack roll:
    d20 + base score + Attribute 1 modifier + Attribute 2 modifier + misc. modifiers.

    Knowledge/insight/Perception check about a Knack:
    Applicable skill or ability check, +1 for each 5 ranks in the knack

    Partnership: (see chapter 3)
    d20 + one of the character's base score + one of the character's attribute 1 modifier + one of the character's attribute 2 modifier + misc. modifiers (if they apply to at least one of the characters)

    Stereo: (see chapter 3)
    all characters make a single check. Use the average of the result.

     

    6. The Knacks

    A list of 49 knacks will follow in a next blog post

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    Guide To Disreality - Minions

    Tuesday, August 10, 2010, 11:07 PM

    (link to introduction & table of content)

    (By Qube and others)

    1 hit point can be ridiculously weak. An epic wizard having 12 wisdom using cloud of daggers, or a epic warlock with a +1 rod of reaving, kills lvl 26 minions without a second thought. Some people even have trouble even have objection to the fact that automatic damage always kills a minion. So, here are a few possible fixes. Obviously these fixes make minions stronger, and in some cases, they might be worth more experience then.
    Below are a few rules I read about (these are some I recall, but I don't recall who made them up)

    When making a variant rule, its worth noting that

    • Powers with an effect that deals damage are designed to kill minions. When making a variant rule, these powers lose power.
    • A 'hit' does not always do more damage then an 'effect': a bloodmage using Burning blood can easily do 5 + ongoing 5 damage as an effect to all enemies within 10 squares; while the opportunity attack from many level 30 wizards is 1d4+strength (using their implement as improvised weapon)

    Resistance

    A minion gets resist all X, where X is its level divided by 5 (rounded down).  This way minions don't die of really low damage, but minions don't require any bookkeeping.

    For example: A level 17 minion has resist 3. This means it ignores any damage lower then 3, but instantly dies when 4 damage is dealt. A warlock with a +1 rod of reaving won't kill it, but a wizard with 18 wisdom kills it with its cloud of daggers.

     

    Save or die

    When a minion takes damage, it makes a save. On success, the minion doesn't take damage. On failure, it takes the damage, and thus dies.

    The advantage of this rule is again, no bookkeeping, and obviously that minions are stronger; but it has as downside that a lucky minion can be nearly immortal, no matter how much the PCs attack it.

     

    variant: minions only make a save when they take automatic damage effect. This fixes immortality. But note that this variant breaks the notes in the beginning of this chapter (being that effects are designed to kill minions).

     

    Bloodied, not beaten

    In the rules, when a minion takes damage, it dies. Well, with this variant rule, minions have 2 health points.
    When it takes damage, it loses a health point.
    When it takes a critical hit, it loses 2 health points.
    When it has zero health points it dies

    This rule has as advantage that minions don't die as fast, and that they still die realistically, but it has as downside that minions now require some (all be it not much) bookkeeping.

    variant: When it takes damage from an effect, it loses a health point.when it takes a hit or critical hit, it loses both health points. But note that this variant breaks the notes in the beginning of this chapter (being that effects are designed to kill minions).

     

    Cull the herd

    This variant is invented to do a minimum of bookkeeping, but still add tougher minions to the croud.

    • A group of minions share a pool of hit points, which is indicated with a single coin
    • A group can be bloodied (tails) or normal (heads)
    • When the group gets 1 loss, the coin remains the same, but one minion (DM decides) dies.
    • When the group get '1/2 loss', the coin gets turned over. If its turned over from normal to bloodied, nothing happens. When its turned over from bloodied to normal, a minion (DM decides) dies
    • When one or more minions succesfully get 'hit', the group gets 1 loss per hit (the DM will probably kill off the specific minions who are hit)
    • When one or more minions gets damage by an effect, the group gets 1/2 loss per minion.

    The advantage of this rule is that, while effects still remain powerfull, they don't because instant killers. Also, minions can charge the party through a toxic cloud of acid, and some of them will die off it. And all this with a minimum of bookkeeping. But note that this variant breaks the notes in the beginning of this chapter (being that effects are designed to kill minions).

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    Guide To Disreality - No Battlemat: SARN-FU

    Thursday, August 5, 2010, 8:28 AM

    (link to introduction & table of content)

    (by Wrecan - This article is a plug (original/updated:  part 1 & part 2 ). It is plugged here as part of the Guide To Disreality)

     

    How to SARN-FU

    I often see people ask whether it is possible to play 4e without a battlemat.  Most responses to this questions are to say it isn't possible.  Fourth Edition is very tactically oriented.  Many powers involve sliding, pushing, pulling, and shifting characters around the battlefield.  Combat is supposed to involve fields with unusual terrain to give an added dimension to combat.

    Well, I'm here to tell you that it is possible to play 4e without a battlemat.  However, it requires four things:

    First, you need a DM with a very good sense of spatial awareness.  Without a visual representation of the battlefield, you, the DM, need to keep the relative position of all the PCs and NPCs in your head.  You need to be able to describe the field with enough detail so the players understand what's going on and what their options are.  Without a mat, you bear most of the burden of narration and evoking an immediacy to the battle.  Not all DMs are up to this task, so think long and hard about whether you'll be able to keep track of 5 or more PCs and and equal number of NPCs (including all the minions!)

    Second, you need very easy-going players.  A picture is worth a thousand words and withut a map, you don't have pictures and you don't want your DM giving you extensive narration every time combat begins.  This means the players necessarily are going to be given incomplete information.  Players can supplement this by asking questions, but even then, there will be confusion and miscommunication.  Players without a mat have to be patient and they have to roll with the inevitable inequities that comes when a DM has to keep track of the entire battle mentally.

    Third, you need cooperative character building.  4e classes are built for battlemats.  Many classes -- particularly swordmages and warlords -- work best when players can work the battle map like a chessboard.  Without a map, these characters could be rendered useless, or they could be rendered all powerful, depending on how the DM translates the class' powers into the new format.  The players and DM should work together to make sure all the characters will be useful and more or less balanced with one another.  If a PC appears to be overpowered, the player has to understand that the DM may begin to tone down those powers so everyone can contribute equally.  If a PC appears to be underpowered, the DM should allow more extensive retraining to the PC can be a more effective part of the team.

    Fourth, you need to learn SARN-FU.  SARN-FU is an acronym for the system I developed to translate 4e into mapless playing.  It works as follows:

    Rather than measuring the distance between any two objects or creatures in squares, measure that distance narratively, with the following "Positional Relationships" (PRs): Squeezed, Adjacent, Reachable, Near, Far, and Unreachable.  The relationship between any two creatures can be described in these terms.  Each of these    Here's what each of those terms means:

    Squeezed (0) means the two characters share the same space.

    Adjacent (1) means the two characters are within arm's length of one another.  Adjacent characters can attack one another with melee attacks.  If a medium or smaller character has two or more adjacent enemies, it is flanked.  If a large or larger character has four or more adjacent enemies, it is flanked.

    Reachable (2) means the character is close, but just beyond melee reach.  A reachable character can be attacked with reach weapons or if the attacker has reach.  An attacker with threatening reach is considered adjacent to characters to which it is reachable for purposes of determining if the target is flanked.

    Near (5) means the character is close enough for most ranged combat, but is too far away for most melee combat.

    Far (11) means the character is so far away that ranged attacks incur a penalty for being beyond the character's close range attacks.

    Unreachable (21) means the character can be seen, but not attacked, even with the character's longest-ranged attacks.

    Translating Powers.  So what do you do with this?  Quite simply, if one character is attacking another, the range of the attack must equal or exceed tohe value of the PR describing their relationship.  So if my character has an attack with a range of Ranged 5, I can attack characters that are squeezed, adjacent, reachable and near, but not those that are far or unreachable.  For area attacks, the player can choose how close to place the origin of a burst or blast to any target, but the DM must then determine whether other targets would also be within the burst or blast radius. 

    Movement, Forced or Free.  Movement works similarly.  In order to change the PR between two characters, subtract (if you move closer) or add (if you move away) to the PR value.  Then round the new number upwards to the next PR.  So to move from Far to Near, a character needs to move 10 (usually necessitating two move actions).  If the PR changes, the DM then has to determine how this affects the mover's PR with respect to all other characters. Forced movement can allow one character to alter the PR between two other characters.

    Opportunity Attacks.  Without a battlemat, it is very hard to determine when someone moves through another person's threatened squares.  Whenever someone ceases to be adjacent to a target character (with any movement other than a shift), all other characters adjacent to the target get an opportunity attack against the mover.  While this is very different from standard combat, it makes a good rule of thumb that causes about as many opportunity attacks as in combat with a mat.

    It takes a while to get used to the new flavor of combat and playing without a mat.  But for some groups, this is more free-form than using miniatures.  It requires a group with a lot of trust, and with people who would get upset with the inevitable arbitrariness of the DM having to calculate all distances mentally.

     

    Why should you drop the battlemat

    Old School Feel

    For many people who cut their teeth on Dungeons and Dragons in the 1980’s and 1990’s, the presumption that gaming groups will be using a battlemat with one-inch squares representing five-foot increments grates people the wrong way. Sure, D&D evolved from tabletop wargames that measure things in inches (and 1st edition gave spell ranges in inches, which represented ten feet at the time), but most people, in my experience, did not use miniatures when playing AD&D. Instead, things were handled narratively and because most player strategies did not revolve around five-foot increments, this sort of improvisational play was easy to accommodate.

    This is not to say people did not have physical representations of the battle. Most people had scratchpads of the dungeon, and used pencil tics to mark where the various adventurers and enemies were located. However, with the amount of mobility characters experience in 4e, such a sheet of graph papers would quickly become worn out from erasures and re-erasures.

    4e, for better and worse, encourages a very rigid strategy depending on knowing precisely where each character is in relationship to every other character. Many AD&D’ers wish they could recapture the old school feel. SARN-FU allows you to recapture a bit of that abstraction without switching editions.

    Split the Party

    Sometimes a party may want to handle several goals at once. Sometimes a DM may want to give a party a dilemma in choosing amongst several problems. The rogue needs to steal the gem while the fighter and wizard retreat down the hall to distract some goblins. Or perhaps the party is involved in a war, where the paladin leads troops on the vanguard, while the warlock rains fire from the back lines and the cleric races from one flank to the other, offering blessings and healing. These scenarios are too large to fit on a battlemat. Moreover, they may involve more NPCs than the DM cares to track. A narrative approach, using SARN-FU as the engine, allows the DM to involve characters in a massive donnybrook.

    SARN-FU allows the players more latitude in situations where their characters need to accomplish several goals that are not proximate to one another.

    The Chase

    Imagine chariots racing through the winding streets of a city, crashing through the carts of vendors and scattering pedestrians while the drivers desperately fend off masked villains leaping from rooftops to kill them. Representing such a fight with a battlemat would be very difficult. The chariots will likely run the full length of the table in a round or two. Chariots might separate so they both could not be on the same battlemat and then turn and careen to meet again later in the battle. The DM could narrate the action, evoking the feeling of a dramatic violent chase through city streets better than can be represented on a single battlemat.

    SARN-FU allows you to run a fast-moving battle that is not limited to the extents of a single battlemat.

    Quick Battles

    Setting up a battle often takes time. You have to draw out the walls and other terrain features, or set up the dungeon tiles or other 3-D representations, and position all the minis, before initiative is even rolled. Sometimes, combat is unexpected. Maybe the players surprise the DM by attacking the thief the DM had thought the players were only going to question. Maybe the story involves the players attacking a small force of guards that the DM anticipates the players will quickly overwhelm. In these situations, the battle might last shorter than the time it takes to set up the battlemat.

    SARN-FU allows you to run a quick adventure without spending time setting up the game board.

    Three-Dimensional Battles

    Three-dimensional fighting is not easy to accomplish with a two-dimensional battlemat. Altitude is difficult to represent, and if multiple players have means of flying, or if everybody is flying or swimming, the battlement quickly approaches a state of inutility. With SARN-FU, you describe the action narratively, supplementing the description with some quick sketches, if needed.

    SARN-FU allows you to run an adventure underwater, in the Astral Sea, or in the sky.

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    Guide To Disreality - Classless System

    Monday, August 2, 2010, 3:13 PM

    (link to introduction & table of content)

    (By Malkiri)
    86349.jpg

    One of the 4e developers has mentioned the idea of a “classless” 4e, something they may have toyed with at one point. Well, in an effort to capture this idea, I’ve torn apart the classes, assigning each ability a point value. With this system a person can pick and choose their Health progression, their armor and weapon proficiencies, the number of skills they have, their defense bonus, implement proficiency, abilities, and any powers they want. In some instances, a character might end up being able to use more simple weapons than previously, but this would be the only difference if you were to build the original classes with this system.

     

    1. Basics

    Every player begins with 21 points to distribute on their character build. Every character begins with simple melee and simple ranged weapon proficiency, as well as cloth armor proficiency. Each character also knows 3 skills of their choice. The cost of various items is outlined below, with the cost in parentheses:

     

    2. Health Progression

    Low Health [1]: Hit points at 1st level: 10 + Constitution Score; Hit points gained per level: 4; Healing surges per day: 6 + Con Modifier.
    Normal Health [2]: Hit points at 1st level: 12 + Constitution Score; Hit points gained per level: 5; Healing surges per day: 6 + Con Modifier.
    High Health [3]: Hit points at 1st level: 15 + Constitution Score; Hit points gained per level: 6; Healing surges per day: 9 + Con Modifier.

    For a one time cost of 1 point, you may increase your base healing surges per day by one.

     

    3. Proficiency

    You must buy armor proficiency in sequence. For example, if you want to be able to use Scale Armor, you must buy Leather, Hide, and Chainmail proficiency also. This rule also applies for learning heavy shields, you must buy light shield proficiency first. Implement proficiency grants the benefits of the implement as listed in the magic item section for that implement.

    if your primairy stat is added to AC

    • Leather Armor Proficiency [1]
    • Leader & Hide Armor Proficiency [2]

    if your primairy stat isn't added to AC

    • Chainmail Armor Proficiency [1]
    • Chainmail & Scale Mail Armor Proficiency [2]
    • Chainmail, Scale Mail & Plate Armor Proficiency [3]

     

    • Light Shield Proficiency [1]
    • Light & Heavy Shield Proficiency [2]
    • Military Melee Proficiency[1]
    • Military Ranged Proficiency[1]
    • Implement Proficiency [1]

     

    4. Skills and Defensive Bonuses

    You begin knowing 3 skills of your choice, each additional skill you wish to know costs 1 point each.
    Everyone begins with +2 in defensive bonuses they can distribute to Fortitude, Reflex, and Will however they like. You may have +1 to two defenses, or +2 to one defense. For a cost of 1 point, you gain an additional +1 you can place wherever you wish, as long as no defensive bonus begins higher than +2. (You could have +1 to Fort, Ref, Will, or +2 to Fort, +1 Ref, but you cannot have a +3 Fortitude).

     

    5. Class Features

    All abilities work exactly as worded in the PHB, except when noted. For abilities such as Rogue Tactics, you must still choose a path, you do not get both benefits. Also, you cannot get the benefit of Sneak Attack and Hunter's Quarry or Warlock's Curse or any combination thereof, on a single attack. If you have two such abilties, you must apply them on separate attacks in the round. Basically, more than one cannot be applied to a single attack.

    • Eldritch Pact [2]
    • Fighter Weapon Talent [2]
    • First Strike [1]
    • Divine Challenge [3]
    • Cantrips [2]
    • Combat Challenge [6]
    • Combat Leader [2]
    • Combat Superiority [2]
    • Commanding Presence [4]
    • Channel Divinity: Divine Fortune [1]
    • Channel Divinity: Divine Mettle [1]
    • Channel Divinity: Divine Strength [1]
    • Channel Divinity: Turn Undead [3]
    • Fighting Styles [3]
    • Healer’s Lore [1]
    • Healing Word [6]
    • Hunter’s Quarry [9]
    • Implement Mastery [4]
    • Inspiring Word [6]
    • Lay on Hands [1]
    • Prime Shot [1]
    • Rogue Tactics [2]
    • Shadow Walk [3]
    • Sneak Attack [10]
    • Warlock’s Curse [9]
    • Ritual Caster [2]: If you choose this ability, you know two 1st level rituals of your choice, this replaces both the Wizard and Cleric version of the ability.
    • Rogue Weapon Talent [2]: When you pick this ability, you gain shuriken proficiency.
    • Spellbook [8]: Although the description says “spells”, it applies to any powers. If you chose Spellbook but do not have a way of casting Rituals, they are in the book, you just cannot use, sell, or remove them until you get the appropriate ability/feat.

     

    6. Other Stuff

    Under the open class system, there is not a restriction on Paragon Paths, you may take the path of your choice. You cannot access path powers without taking the path.
    As for class specific feats, simply remove the class as a requirement to taking the feat. You must still have the appropriate feature, stat, or other requirements.
    You may take a power from any class you wish, and may retrain them as you wish, with the following restrictions;

    1. Powers gained from a Paragon Path or Epic Destiny or
    2. If you do not choose a paragon path, at 11th level you gain a 13th level or lower encounter power of your choice, at 12th level you gain a 10th level or lower utility power of your choice, and at 20th level you gain a 19th or lower daily of your choice, these powers can never be changed, as if they were from a Paragon Path.

     

    7. Some sample builds

    Here are a few sample builds under this system:

    Battlefield Ghost
    This is a rogue who has lost a skill as well as his first strike ability, in exchange he has gained the Shadow Walk feature, He uses Eyebite and Twin Strike as his powers, disappearing from sight and stalking the battlefield.

    Hexblade
    With very little tinkering we can create the Hexblade from Complete Warrior (from 3.5th edition) with a Paladin. Drop 1 skill, Plate armor, Extra Defensive Bonus, Extra healing surge, and Holy Symbol Proficiency, and replace those with the Warlock’s Curse, tada. If you want to go deeper, drop both Channel Divinity or Divine Challenge, and pick up an Eldritch Pact as well.

    Arcane Trickster
    This striker class is a combination of 'fun powers' with 'usefull powers'. This magical rogue mostly takes from the rogue & bard powers and has 6 class skills (acrobatics, athletics, arcane, bluff, stealth, thievery). He uses his dagger as implement

    • His abilities are warlocks curse, artfull dodger, cantrips and divine mettle.
    • His powers are Misdirected Mark (Bard at will, PHB2), Sly Flourish (Rogue at will PHB2), Positioning strike (Rogue encounter PHB), Slayer song (bard daily PHB2).

     

    8. Final Word

    As you can see, the characters can be built into a ridiculous amount of diverse types. There comes a downside in that they can also be made to deal more damage, or heal more, etc. To even this out, I would recommend using the “hard” encounter templates in the DMG to replace normal encounters if you are using this system and believe the characters are having it too easy.

    Half-elves Diletante ability grants 1 extra 1st level encounter power with this system

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    Guide To Disreality - Expertise Fix

    Sunday, August 1, 2010, 1:11 AM

    (link to introduction & table of content)

    Many people think that Weapon Expertise and Implement Expertise are a bad idea. WotC has made a mistake in their math (the attack of the PCs is too low at higher levels), and to fix that, the PCs need to sacrifice one of their feats (or more, if they use both weapon and implement – like the paladin). Since the PCs should not be punished for a fault of the designers, many people have invented a way around it …

     

    Variant 1: The Free Feat

    (by Qube)
    Simple and easy: give the player the feat(s) for free. There is no need to punish PCs for game designers.

     

    Variant 2: The Quest Reward

    (by Qube)
    As game master, you need to give the PCs a bonus … why not let them work for it? Using this variant, you as DM are in control of when they get the bonuses, and your players will be very happy with it (getting a +1 to attack which stacks with anything, is extremely difficult to obtain)

    • At the end of the ancient runes you find a set of magic gems, granting the carrier a +1 bonus that stacks with everything else, and it doesn't take up a slot
    • The alchemist rewards you with a potion that grants a permanent +1 bonus
    • A god blesses you. From now on your attack is increased by 1.

     

    Variant 3: Ability Awards

    (by DFC)
    This houserule completely fixes character progression for armor and other defenses, and skills in addition to attacks is.

    1. Ability Score increases
      Change the score progressions at levels 4, 8, 14, 18, 24 and 28 from "+1 to two" to "+2 to two and +1 to others."
      Change the score progression at levels 11 and 21 from "+1 to all" to "+2 to all."
    2. Masterwork Armor Bonuses
      Remove masterwork bonuses from light armor.
      Change masterwork bonuses for heavy armor to "Masterwork bonus for heavy armor equal the enhancement bonus. Add +1 for paragon tier and +2 for epic tier heavy armor."
    3. Baseline Skill DCs
      Easy DCs: 10*+half level
      Moderate DCs: 15*+half level
      Hard DCs: 20*+half level
      *Add 3 for Paragon tier and add 6 for Epic tier.

    That's all. These minor changes completely fix the baseline progression for attack, defense and skills so your percentage chance remains the same when facing monsters/skill checks of your level for levels 1-30.

     

    Variant 4: Masterwork weapons

    (By nightwalker450)
    This idea is based on what the developers of the Player Handbook did with armors: At higher level, player don't wield normal weapons, but they carry weapons of legend. Just like masterwork armors, you can introduce the following in your game:

    • Adept Weapon/Implement Requires enhancement value of +2.
      When you attack using this item it will provide a +1 bonus to your attack rolls.
    • Master Weapon/Implement Requires enhancement value of +4.
      When you attack using this item it will provide a +2 bonus to your attack rolls.
    • Legendary Weapon/Implement Requires enhancement value of +6.
      When you attack using this item it will provide a +3 bonus to your attack rolls.

    These are unnamed bonuses, since there isn't a term that would work for both (without negating current items). I was going to use Item Bonuses, but there are already a few pieces of equipment that provide item bonuses to attack. Otherwise Masterwork Weapons will be created the same way as Masterwork Armor (which is however your DM rules, since the PHB is rather silent).

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    Guide To Disreality - introduction

    Wednesday, July 28, 2010, 10:57 PM

    Universum.jpg

    Welcome to the Guide to Disreality. This is a guide containing various variant rules for the Dungeons and Dragons 4th edition role-play game, licensed by Wizards of the Coast. Many of these rules are not invented by me, but were post on the Wizards Community. I'm only compiling a list of homebrew rules that I like, or that seem well thought of or seem useful (this is very biased, so if your rule isn't included, don't take it personal). Hence, this work is not intended for commercial use, but instead so fellow players of the game have more fun. As homebrewing and houseruling is a never ending process, the guide Its intended to be a work in progress.

    This guide is inspired on the book Unearthed Arcana, a Dungeons and Dragons 3.5th edition book, that introduced a bunch of variant rules. I made this guide, with the same intent. So this guide will not specifically contain homebrew items or classes, but instead will introduce new features and/or new ways to introduce homebrew stuff in a campaign (for example: this guide will not say 'This is a flintlock pistol', but it will say 'Here is a rule-set to make new weapons, for example a flintlock pistol').

    There are many people I need to thank for this work. The people of Wizards of the Coast for creating this game and hosing the community, and of course everyone who made these house rules, and allowed me to put them in this collection. Anyone who's helped me remove errors from this book (as English isn't my native language, and a spelling checker can only find that much &hellip deserves my thanks. And last but not least, I want to thank you, for reading this guide. I hope you enjoy it, and that it helps to spice up your game.

     

    The Guide to Disreality will contain such things as: 

    Alignments: mutliple alignment systems. Many people weren't happy how 4th edition revised the alignment from 3rd edition. Heck, remembering the days some people weren't happy with those alignments as well. So, the guide will contain various systems for a GM to determine alignment: from none, to a system based on a cardgame called Magic The Gathering.

    Classes: this introduces ways to create new classes, new levels, new ways of multiclassing, new class features, etc ... As classes form the core of 4th edition, introducing a variant rule for classes, will probably have a big impact on your game. The guide itself won't contain new races, but instead only rules to make them (well, maybe some examples of how the rules are used)

    Skills & Feats: the guide will also work around common problems people have with these things. For example, the fact that most skills are now combat skills didn't sit well with many people. Not to mention, the expertise feat ...

     Items this will introduce alternative systems to work with items: a system to make custom weapon, a system to remove superior weapons from the game, etc ...

    Secondary Systems a.k.a. left overs: variant rules that I had no other place for putting: Alternative battlegrids, playing without battlegrid, variant rules concerning minions, ...

    Rituals Many people are not happy how rituals currently work. Many players don't use them, as they cost time and money, and that is quite a loss, making 4e feel even more like a wargame.

     

    So ... This was the introduction. I hope I spiked your intrests ...

    Current Table of content

    1. Races & Classes
      Classless System
    2. Skills & Feats
      Expertise Fix
      Out of Combat Skills
    3. Game mechanics
      Playing without Battlemat: SARN-FU
      Minions
    4. Items
      Custom weapons
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