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.

Thursday, May 28, 2009

Welcome

Thanks for stopping by. This blog is mostly for me so I can organize my thoughts on a few ideas I have about Dungeons and Dragons (4E). Most likely the first time I write up on a new house rule, it will not have been tested in actual play, but rather it is my first best guess on how the system should work.

For the most part I like to focus on giving DMs and players options and think less about simulation rules that can govern and thus limit player options. For instance you will see little ideas concerning encumbrance, but many ideas about extra things PC's can do with skill checks, or little things I do to try to streamline the game, and keep up the fun.

At the moment I am working on a set of actions that a PC can use to add a little spice into combat. I hope to have it done by the end of the month, wish me luck.

Friday, May 22, 2009

Permission to think freely!

Dungeons and Dragons 4E is emphasizing the idea that interactive and dynamic environments should be just as important in combat as the creatures you are fighting. You can see WotC's new design philosophy in action in now free module of the Keep on the Shadowfell (this link will take you to where you can download it http://www.wizards.com/default.asp?x=dnd/4dnd/dndtestdrive).

Sometimes the environment is the focus of the entire encounter, such as a fight taking place on rickety scaffolding (Area 3), or dark caves with many small tunnels only the opponents can use to their advantage (Area 10). Other encounters while they are not dominated by one large environmental theme include large obvious interactive items like spiked pits (Area 1), fire pits, and open iron maidens (Area 2).

The large obvious interactive items often do get used by my group but I rarely get requests for actions in normal rooms. Page 42 of the Dungeon Masters guide is a great reference guide for the GM to handle player requests that are not included in the standard rules. To me, this one page shows provides the mechanics for the single most important mindset needed for a DM, “Say yes!”. Unfortunately, I find that my players rarely choose to do much of anything aside from the rules that are printed on their character sheet.

There are many reasons for this, but I think the main reason is that the character sheets contain so much player data, that the idea that they can ignore the page and think up their own move has a hard time coming into play when death is on the line. Virtual death that is.

So my current solution is to print out a blank power card for each player and fill it in with the following.

Go Wild Universal Utility
Desperate times call for desperate measures.
At - Will
Any Action
Target: any
Attack: any
Success: Something close to what you want to happen will be done
Miss; Depending on how much you desperate of a move you made, there might be consequences on a failure.

I’ll let you know how it works out. Of course we have yet to schedule our next game, so feedback might take a bit. If anyone seeing this likes it and tries it out, let me know how it worked out for you.