Sunday, May 31, 2009

Standardized improvisation

Using the DMG as a basis for improvised actions (pg42) I have put together a set of generic actions that I will allow my players to perform. While the idea of each of these powers come from imagining the game through the eyes of simulationist, I have crafted these powers with a streamlined game philosophy. I wanted to make it to where a player can use these powers often, with out it becoming a key component to their character. I wanted to avoid situations where a player might decide for instance to become "Mr. Sand Toss" where the PC kept sand on his person and used it every time.


One can imagine that the reason armies from the middle ages where not equip with sand bags was because once you loose the element of surprise, the trick does not work so well. A simulationist might tack on an attack penalty for each time this attack was used (that was my first draft), however that puts a burden on the players and the DM. Instead I have limited these actions to Encounter powers. Hopefully this will encourage their used without becoming absurd.


One thing you will notice is that they are all move actions. There are two reasons for this. One, I want the combat to end just as quickly as before, so I don't want the player to have to give up a turn of damage to do something fun. Also, I want to give players something to do when if they use a second wind. Many of my players hold off using second wind because it is a standard action, these powers will allow them to participate in combat in a meaningful way while healing up.


To balance the advantage of it just being a move action I built in a risk factor. On a fail of 5 or more, something bad happens. I hope that this will keep the action exciting without limiting their use. We shall see.


Toss sand Universal Utility

With a quick move you throw sand into your enemy’s eyes.

Encounter

Move Action melee range

Target: one creature

Attack: Acrobatics vs Ref

Success: Subject is blinded until the end of its next turn. Subject is allowed one basic melee attack into your square after being blinded.

Fail: Subject is allowed one basic melee attack against you as a free action. On a fail of 5 or more, you also grant combat advantage to the target until the end of your next turn.


Cow Universal Utility

You lower your guard and with shear force of will you dominate your foe, causing him to doubt his actions.

Encounter

Move Action close blast 1

Target: one creature

Attack: Intimidate vs. Will

Success: Subject is Dazed until the end of its next turn.

Miss: On a fail of 5 or more, subject is allowed one basic melee attack against you as a free action and you also grant combat advantage to the target until the end of your next turn.


Unbalance Universal Utility

Your aggressive surge then quick pull back has unbalanced your opponent.

Encounter

Move Action melee range

Target: one creature

Attack: Athletics vs. Fort or Acrobatics vs Ref

Success: Subject is at -2 to all attacks until the end of their next turn.

Miss:On a fail of 5 or more, subject is allowed one basic melee attack against you as a free action and you also grant combat advantage to the target until the end of your next turn.


Arcane manipulation Universal Utility

Pushing yourself to the limit you unleash more power than the creators of your next spell ever imagined.

Encounter

Move Action

Target: self

Attack: Arcane vs DC Medium

Success: On any successful attack with the next arcane or divine power that you perform before the end of your turn, one and only one target of your choosing will receive a -2 penalty on all attack rolls until the end of their next turn.

Miss: On a fail of 5 or more, you loose a healing surge. If you are out of healing surges, you loose an amount of hitpoints equal to the strength of your healing surge.

6 comments:

  1. Why move action as opposed to minor. Most move actions i've seen actually involve some sort of movement.

    I don't know if i like the fail on 5 or more bit, but the powers themselves seem pretty interesting.

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  2. I don't have my DMG handy, but I recall that most of the physical skill checks take a move action. I figured that the sand toss involved bending down and grabbing sand (and thus opening you up for an attack).

    Also I imagine unbalance involved you doing some fancy footwork to knock the target off balance. I guess I wanted the rest to be move actions to keep them all equivalent.

    Thanks for your critique. I was on the fence with the fail by 5 concept myself, but when I first read the Climbing skill entry in the PHB, I really liked how they where introducing multiple levels of failure into the game of D&D, rather than having missing by one meaning the same as missing by 10.

    I will see how it plays out. I am hoping it adds a bit of mild tension to the game without being being a burden.

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  3. I think this sounds very interesting and can't wait to see how it plays out. I always like the idea of more options and more interesting game play!

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  5. So I'm assuming "Standardized improvisations" are some what class based? It looks like each works better when suited to a certain class?

    I think these would work well! especially if you have to roll play the improvisation.... 8) "I stand and with a quick twist of my wrist I hurl a hand full of pure sand in to the eyes of my foe..."

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  6. I did not try for a class based approach but rather I wanted to have something for everyone. Now that I am thinking about it, I could add a bluff check vs Will to Cow and Unbalance.

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