Friday, February 8, 2013, 5:07 AM
Here is a method we've been using in place of 'Daily' resources by turning them into (Re-)Chargeable ones.
Characters start at the beginning of the day with 1 Charge Token each (we hand out poker chips to represent them), which can be used either as an action point or to charge up daily powers.
During combat, at the end of each round each player rolls a d6. On 5 or 6 when they get one more Token.
Once used a 'Daily' can't be recharged in the same encounter, but unused Tokens can be carried on for the rest of the day - with a cap to unused tokens by tier: heroic=2, paragon=3, epic=4.
An extended rest resets all tokens to 1 for each character.
This method has the following benefits:
- Makes characters stronger as combat goes on, thus potentially shortening it
- Is very dynamic, creating a 'power flow' economy during the game
- Prevents any '5 Minutes Work Day' issues
The racharge rate can be easily adjusted according to play style. It is also possible for the DM to hand out Tokens out of combat, as rewards for roleplay or other accomplishments, and allow players to spend them for additional uses, like getting a bonus to skill checks or even a re-rolls.
They can also serve as an alternative currency for Ritual casting.
Friday, February 8, 2013, 4:41 AM
This is an adaptation of a relative proximy zone, ToTM stylem combat system (as seen in WFRPG 3e and 13th Age) to D&D 4E. It can be used as replacement of grid combat, but since it doesn't change the basic stats and numbers of 4E it is always possible to switch from one to the other for each battle.
It makes combat a bit more hazy and unpredictable, trading off a some tactical control for the sake of smoothness and a more organic, freeform feel.
Background: As seen in WFRPG 3e and 13th Age, the system works using zones of relative proximity. Basically once in combat anything is either Engaged (melee reach), Nearby (1 move action away) or Far Away (2 move actions away). It is still a good idea using minis or tokens for ease of visualisation (we do), but it's not required.
STATES AND MOVEMENTS
• Engaged = Melee (base contact)
• Nearby = One move action away (5 squares or more)
• Far away = Two move actions away (10 squares or more)
• Disengage = Shift; with # being the number of enemies disengaging from (shift 1 = disengage 1 enemy); no roll required
• Difficult Terrain = Slowed = Movement 4 or less : Nearby becomes Far Away, Shift is halved (round down)
• Flanking = two or more allies engaging the same target
RANGES AND AREAS OF EFFECT
• Range 10+ = any Nearby or Far Away target
• Range 5+ = any Nearby target
• Blast = Nd3 Nearby targets (3=1d3; 5=2d3)
• Area burst = Nd3 Nearby targets to origin (1=1d3; 2=2d3)
• Close Burst = All Engaged targets + Nd3 Nearby (2=1d3; 3=2d3)
• Walls = 1dN Nearby targets to origin per square of wall (round down). One move action to bypass the wall, if possible
• Friendly fire = allies engaged to affected targets need a saving throw to avoid AoE/Walls targeting ‘creatures’ in the area
• Pull = Move towards origin
• Push = Move away from origin
• Slide = Move anyway from origin
• 5+ = Specific position Nearby in the direction
• 4 or less = Generic position Nearby in the direction (roll 1d4 and add it to the forced movement: a total of 6+ means a specific position is achieved in the direction of the movement)