Conditions & Stunts in 4E

Today I’d like to take a stab at expanding the popular “page 42” rules on actions the rules don’t cover. While those rules are good at creating improvised attacks, the guidelines for such attacks only include damage. If you want to inflict conditions on your opponent, there’s nothing to go by.

To remedy this, lets take a look at what the rules already provide. We’ve got low, medium, and high damage expressions for both normal and limited attacks. Given that, we could just let players trade damage for special effects. The results might look something like this.

Minor Effects

Minor effects shift things slightly in the character’s favor. Each one of these should reduce the damage expression by 1 step. That means a high damage attack uses the medium damage column, medium uses the low damage column, and low damage attacks do no damage. Sample minor effects include the following.

  • Deafened until end of next turn
  • Slowed until end of next turn
  • Push/Pull 1 square
  • Shift 1 square

Moderate Effects

Moderate effects grant a more significant edge at the cost of most of an attacks damage. Each one of these should reduce the damage expression by 2 steps. That means high damage attacks use the low damage column and medium damage attacks do no damage. A stunt that already did low damage can not have one of these effects added. Moderate effects include the following.

  • Slide 1 square
  • Knock prone
  • Grab target
  • Grants Combat Advantage until end of next turn

Major Effects

Major effects can give a big advantage, but are hard to set up. Each one reduces the damage expression by 3 steps. That means only high damage stunts can attacks can use these and doing so drops them to doing no damage. Major effects include the following.

  • Blinded until end of next turn
  • Dazed until end of next turn
  • Target uses an at-will attack on a target of your choice
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Published in: on December 12, 2010 at 10:36 pm  Leave a Comment  
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