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.