Role Review

I was poking around the homebrew forum over at Giant in the Playground when I noticed this post on role design for a custom system inspired by 4th edition D&D.  I got a into how each of the roles turned out and what functions they ended up serving, so I figured I’d relay that here.

Strikers in 4e are the only strictly offensive role in game as their focus is strictly on reducing the enemy team’s time to defeat. They are especially good at delivering damage precisely where they want it. This makes focusing fire easier for them as well as making them good at landing finishing blows. Note that high offense and ease of targeting are independent but synergistic features, with ease of targeting often being accomplished by some combination of ranged attacks and mobility.

Leaders in 4e help their group stay at full strength by helping allies recover, acting as a kind of life line for those running out of hit points. This helps mitigate focused fire somewhat as it let’s the group shift defensive resources to anyone who’s being focused on. Since the need for this is small when the party is at full health, leaders often have secondary jobs as well. If fully defensively oriented, their secondary focus will be on providing protection to mitigate damage before it happens. If they’ve got a somewhat more offensive bent, they’ll act as an enabler, making allies better at performing their jobs.

Defenders in 4e actually seem to have discouraging focused fire as their unofficial job. Their high hit points and defenses make them unappealing focus targets. By itself, this would just result in their allies being taken out first. However, their marking mechanics let them counter that by making themselves more appealing targets to an enemy of their choice. In effect, this lets them peal a specific foe of the group that might be trying to achieve focused fire. The selective nature of marking and punishment mechanics make them less “everyone attack me” like classic “tanks” and more about making sure attacks are distributed around the party so nobody falls. From there, they tend to mirror leaders somewhat by either proactively setting up protective measures or increasing their offense. The main difference being that these defensive and offensive boosts tend to be self oriented as opposed to the leader’s more ally oriented focus.

4e controllers are bit of mess in that their focus is split between acting as artillery and manipulating the opposing side’s options with few class features directly supporting either. Granted, either of those can be made to support the other. For example, if the character was primarily artillery they might want strong manipulation options as back up plan for when limited targets cuts their total damage output. On the flip-side, area attacks can be used to discourage grouping, making it a situational way of altering enemy plans. From what I’ve seen, the online community tends to favor the focusing on the manipulation side, with the artillery side mainly used as a way to distribute control effects over multiple enemies. One side effect of the system is that “minion popping” became a secondary job of the role due to the availability of multi-target powers for this role. It’s interesting to note changing enemy plans overlaps with defender’s deciding who attacks them, which lead to occasional comments about defenders being a specialized type of melee controller.

On a side note, things have been pretty busy over here.  I started a new job in a new city this year, which is admittedly part of why posting has dropped off.  That being said, things are getting a bit more stable now so as time frees up I may start putting more things up here.

Published in: on January 7, 2016 at 10:40 pm  Leave a Comment  
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Delver Design: Ascendant Adventurers

Lately I’ve noticed another round of the classic “linear fighter, quadratic wizard” (LFQW) threads popping up again. Here are some musings on how you might get around this.

Adventurer Progression


Each adventurer gains a class which grants them access to a pool of common abilities. These abilities are roughly limited to effects an ordinary person might be capable of with training. Some of these abilities may let the character produce these effects through extraordinary means.


When an fully fledged adventurer forms a strong bond to some part of the world, they may become a champion. Each champion gains an allegiance which gives special perks such resources or limited access to extraordinary abilities. Some of the stronger perks may also come with certain duties and responsibilities.


When a champion has mastered their craft, they may find or discover a gift that lets them become a paragon. This gift grants access to extraordinary abilities. These abilities exceed what a normal person is capable of, but stay with in the limits of what’s conceivably possible for exceptionally talented individuals like geniuses and world class athletes.


Should a paragon manage to push themselves beyond mortal limits, they may become a legend. In the process of doing so, they become more than human. This places a mark on them which grants access to wondrous abilities while also making their superhuman nature evident. Wondrous abilities are not constrained by mortal limits, though their impact rarely extends beyond the local area.


Should a legend find a way to shed even more of their mortal limitations, they may become an ascendant. Each ascendant is defined by the path they follow. While paths may occasionally let an ascendant stretch the scope of their wondrous abilities, most of their emphasis is on changing the nature of the ascendant. As such, many of these features will be more about removing limitations than changing the world.


Should an ascendant remove their final limitations, they may become a power. In the process, each power largely leaves behind mortal concerns. Each power gains an ascension and a legacy. Their ascension determines what they become, while their legacy determines what they left behind. As with ascendant paths, ascensions improve the character’s very nature. However they also may grant occasional use of world altering cosmic abilities. While legacies are less likely to outright change the world, they can leave behind things or groups that are more than capable of doing so.

Magic Items

Ideally in this set up magic items should primarily grant extra abilities. If each class can use items which grant a given ability tier, that could help cut down the LFQW problem by quite a bit. If wizards can only do “common” spells on their own (barring promotions) and require a magic item (spell book) for extraordinary and wondrous spells that put them on par with a fighter who’s stuck with common maneuvers (again barring promotions) but can gain extraordinary and wondrous abilities through things like magic weapons and armor.

Published in: on September 18, 2012 at 8:34 pm  Leave a Comment  
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Martial Reactions

I’ve been tinkering with setting up a one-shot style game with emphasis on finding a hidden threat. While I puzzle that out, here’s a “mixer” idea I’ve been toying with for making fighter actions more varied.

Special Techniques

At 1st level, a fighter gains 2 flourishes and 2 reversals. As they advance, they may gain more of both.

Flourishes are special rider effects that can be triggered when the user hits with an appropriate attack. Only one flourish can be used be used per action. Each flourish also has a special feature that reduces its effectiveness is used too often, due to enemies adapting to and anticipating that flourish.

Reversals are similar to flourishes, but are activated when the user misses. As with flourishes, they are limited to one per action and lose effectiveness if overused.

Sample Techniques

Here’s how the above techniques might look in a 4e style format.

Deadly Threat
Free Action – Martial, Flourish
Your mighty blow puts your foe on the defensive, making it that much harder for them to fight back.
Trigger: You hit with a weapon attack with no other flourishes.
Effect: The target of the attack is distracted (-2 to all attacks) until the end of your next turn.
Special: If you’ve used this power since the start of your last turn, the target is only distracted until the start of their next turn.

Unstoppable Force
Free Action – Martial, Reversal
Your powerful strikes can break through the heaviest armor.
Trigger: You miss with a weapon attack with no other reversals.
Effect: If the failed attack would hit the target’s Reflex, you can still do half the attack’s normal damage. If not, you can push the target 1 square.
Special: If you’ve used this power since the start of your last turn, the target may shift 1 square as an opportunity action to avoid this power’s effects.

Published in: on August 17, 2012 at 6:09 am  Leave a Comment  
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Shifting Gears

I’ve was talking over some rules ideas with my wife when it hit me that some of the most dungeon delver style fun I’ve had lately was actually with a little rules light system called Old School Hack. A lot of the things that appeal to me, such as custom weapons and improvisation rewards, are already worked into the system.

That’s got me thinking that instead of doing taking things from a “rebuild for past editions” angle, I may want to try essentially hacking a hack game (either Old School Hack or it’s predecessor Red Box Hack). I’ve also found interesting tidbits in games like Donjon, The Dying Earth RPG, Lady Blackbird, and Fantasy Craft. I may mix those with bits of 4E inspiration and see what the resulting brew looks like. It’s a slightly different different tack that than I’ve taken before, but with how stressful things have been around here lately a sloppier “cobble things together” approach over a more calculated “find the pieces I need” may be just the thing for me right now.

In any case, I’ll be putting things up as they get ironed out. My wife has shown interest in giving this a while, so that may help speed things into internal playtests that much quicker.

Published in: on July 25, 2012 at 11:26 pm  Leave a Comment  
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Warrior Fundamentals

Sorry for the delay. Being sick this week has thrown me for a loop. Here’s a rough idea of the base I’d like to build the warrior / fighter’s offense out from. This lets the character pick a style that favors their abilities and ensures they get results every round.

Weapon Expert

Pick 3 weapon properties.  You are considered trained in any weapon that has at least one of these properties (granting access to its advanced properties).  If the weapon has more than one of these properties, you’re treated as having mastered it (granting access to its expert properties).

Advanced Strikes

Choose an attack technique.  The technique must modify a standard weapon attack.  Note that a given action can only benefit from one technique.

Brutal Impact

  • Target Action: A weapon attack made with a two handed or heavy weapon.
  • Attack Effect: If the attack does not use strength to hit, gain a strength based damage bonus.
  • Miss Effect: If the attack misses, the target suffers knockback damage.

Darting Assault

  • Target Action: A weapon attack made with a light weapon.
  • Attack Effect: You may use your dexterity bonus as your ability bonus when making an attack against armor.
  • Miss Effect: You can make a guarded step as a free action.

Cunning Feint

  • Target Action: A weapon attack made with a light weapon.
  • Miss Effect: The next creature to attack the target gets a bonus to their attack roll.
  • After Effect: You can use your intelligence bonus as your ability bonus to attack rolls against the target until the end of your next turn.

Draw Out

  • Target Action: A weapon attack.
  • Attack Effect: You can use your wisdom bonus as your ability bonus to the attack roll.
  • Miss Effect: You gain a defense bonus against the target’s attacks until the start of your next turn.

Vicious Assault

  • Target Action: A weapon attack.
  • After Effect: The target takes a penalty to attack rolls based on your charisma.

Relentless Onslaught

  • Target Action: A weapon attack made with a weapon in each hand.
  • After Effect: The target takes knockdown damage based on your constitution.

Future Development

The “advanced” and “expert” properties mentioned in weapon studies are a nod to the an idea I saw a while ago about basing the stats of weapons on the user’s skill level. On review, this feature goes as far back as the weapon mastery system in basic D&D. I like the idea that two masters are even footing even if one is wielding an unlikely weapon. As such, weapons that start with weak basic traits will likely be brought up to parity with top tier weapons once their expert properties are unlocked.

Next time, I’ll take a look on how to add “mixer” features that encourage more varied fights.

Published in: on July 18, 2012 at 10:24 pm  Leave a Comment  
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Stunting Redux

Today I’d like a look at how improvised actions and effects could be handled in D&D. I’ve already mentioned “called shots” as a way to handle this, but that does tend to limit possible stunts to minor effects for anyone but specialists.

What if instead we trade damage for special effects? It’s a pretty straightforward idea. You can find an excellent example by Upper Krust of the boards here. What I’m thinking of doing is scaling those cost by the target’s hp total. This makes it easier to put debilitating effects on mooks and lower level foes while giving boss type a lot of resistance to shut downs.

Sample System

Here’s an example of how you might set up this damage cost system in 4E, using the “page 42” rules for “Actions the Rules Don’t Cover” as a starting point.

When a character performs a stunt they can declare they’re going for a special effect. Roll damage as normal. However, once that damage is rolled the player can reduce it by the values in the tables below to buy a special effect. If they don’t have enough to buy the effect they want, they can choose a related lower cost effect or “bank” the points. These banked points can be cashed in on future stunts to reduce the cost of the target special effect.

For example, one player might bank a few points of “stun damage” on a standard stunt so an ally can finish the stun with their own stunt.

Condition Damage Cost Restrictions
Combat Advantage 4 + 2 * character level
Dazed 8 + 2 * character level + enemy level
Immobilized 3 + enemy level limited use*
Prone 4 + character level / 2 + enemy level
Slowed 2 + enemy level / 2
Stunned 13 + 2 * character level + 3 * enemy level limited use*
Weakened 4 + enemy level limited use*

*Anything marked “limited use” should not be available at will. Stunts with limited damage expressions or expending encounter powers may let the character add these effects.

Extra Options

Instead of using page 42, the DM may allow you to buy a special effect on one of your powers, provided you describe using it in a creative way. When doing this, you may also be allowed to “cash in” an existing special effect to offset the cost of a new effect. This trade in is especially useful for character with lower damage but strong rider effects.

Another thing the DM may want to allow is offering special effect purchases on a critical hit, even if they didn’t declare the stun ahead of time. This can help make crits a bit more flavorful instead of being just high damage.

Expanding the System

The above table is pretty rough, but it does give some reference points to work from. In addition to adding extra effects, you’d probably want to make stunt damage scale better. At present, it doesn’t keep up with monster hp inflation.

Behind the Scenes

Here’s a quick run down of the math I used to fill the table for anyone interested in doing their own tinkering.

Lose a Turn

The tricky part about trading damage for a turn loss is by reducing damage we potentially give the enemy a chance to act later by letting them live longer. In effect, this stunt effectively delays enemy actions by 1 turn.

While it’s hard to really tell how much a stun will help without repeated testing, we can make some estimates. Let’s assume turn loss is roughly balanced when the time lost is equal to the enemies lifespan extension due to the reduced damage.

Assuming 60 accuracy against same level foes, we’re looking at a 0.6 expected round loss for the target enemy.

Now lets assume a 5 monster group of such enemies should take 4 to 5 rounds to drop without dailies. For individual enemies, that works out to around 4.5 rounds with scattered fire and just over half that with focuses fire. Assuming roughly even odds of both, that works out to around 3.4 rounds per enemy.

Over that time, the enemy was taking an average of 29% of their hp in damage each round. So 0.6 rounds of extra lifespan is roughly equal to 17% of their hit point total. On the other hand, damage sacrificed would also be multiplied by hit chance, so we divide by 0.6 to get back to 29%.

Combat Advantage

Using the number from stunning, we know combat advantage is worth a 33% damage increase. (60% accuracy to 80% accuracy). Since enemies are taking 29% hp damage each round, this work out to 9.7%. For granting combat advantage to everyone, assume just over half will be able to focus fire and at least one of those will likely have combat advantage already, so double the values (to 19.4).

Condition Breakdowns

Stunned = 19.4% character level + 31.9% enemy level (Combat Advantage 19.4% + turn loss 29% + Can’t flank (assume flanking gives 33% output increase from CA about 1 time in 3, apply loss (1/1.11 = 0.9) to value of lost turn) ~2.9%)

Dazed = 19.4% character level + 12.6% enemy level (Combat Advantage 19.4% + Reduced to 1 action (~2/3 output?) ~9.7% + Can’t flank ~2.9%)

Immobilized = 9.7% (Can negate melee enemies (~50%?) if allies stay out of range (~2/3?), so ~33% turn loss?)

Prone = 4.9% character level + 9.2% enemy level(halve CA values for melee only and halve again for ranged penalty 4.9% + -2 attack rolls (20% dpr loss, but usually trivial to recover from (x1/3?) 1.9% + usually costs most action (price at 1/4 full action?) + 7.3%)

Slowed = 4.8% (treat as effective turn loss maybe 1 time in 6?)

Weakened = 14.5% (treat as half turn loss)

Published in: on July 12, 2012 at 5:08 pm  Leave a Comment  
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Delver Fighting Styles

I’ve been thinking about representing a character’s overall combat ability with a fighting style. I may then build up similar styles to handle other kinds of challenge like persuasion and investigation. Here’s what I’m looking for in a fully developed fighting style:

  • Scaling – keeps output consistent with level increase
  • Failsafe – ensures something happens every round
  • Attribute Affinity – bind to attributes for flavor
  • Flow – provides variation
  • Tactics – provides direction and services
  • Specialties – provides personalization
  • Exertion – ability to stretch resources (especially in extended fights)

After some further tinkering, here’s what I’m looking at to cover those bases:

Style Features

Empowering Features make the character more effective at overcoming certain types of challenges.

  • Favored Actions ensure that the target actions will scale up with the character’s level, meaning that as the character approaches legendary status, they should be able to pull off similarly epic effects with these actions.
  • Action Proficiencies help ensure that even when the character fails with an action they still end up better off than if they had done nothing.  In addition to fall back perks, these features also provide thematic flavor by favoring certain approaches and attributes.
  • Techniquesencourage the player to vary their actions.  They also serve to create high and low point in character performance as well as linking those points together.
    • Reserve Techniques are a special type of technique that let the character occasionally push beyond their normal limits at the cost of stamina.  Such exhausting actions can rarely be done in rapid order in any but the most desperate circumstances.
  • Tactical Training helps shape the character’s play style by giving them a specific “job” they excell at.

Endurance Features extend how long the character can safely participate in certain challenges.

  • Conditioning let the character spend resources to stay in a challenge longer.  This usually takes the form of a basic defense pool that can be expended to protect the character.
  • Defense Proficiency let the character increase the effectiveness of certain defensive options.  In effect, it lets the player choose how the character keeps themselves safe in a given challenge.
  • Recovery Actions let the character stay in a challenge longer by spending stamina.  Usually only one such action can be used per challenge.

Specialties: These give the player a little room to fine tune what aspect of the style they want want to emphasize.  These specializations can apply to empowering or endurance features as desired.

Future Plans

Of the above features, I’ll probably push Favored Actions to at least 2nd level as scaling doesn’t matter until levels start increasing. Specialties would start coming online around veteran levels, once the character has a chance to get their feet wet and player has had time to get a feel for how they want them to develop.

Published in: on July 10, 2012 at 8:18 pm  Leave a Comment  
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Delver’s Legacy Goals

In my recent lurkings around the boards I’ve seen interesting postings for a couple 4e retro-clone projects. Right now the top two are Magic Sword and D&D4.5. This has gotten my own creative juices flowing, so I’ve been taking a closer look at my own Delver’s Legacy posts. If I do go ahead and follow suit, I’d have the following goals for the system.

  • Gameplay: Inspired by D&D, especially 4E.
    • Automated Balance: The system should take care of as much character balancing behind the scenes as it can.  Players should be able to pick options without worrying about being underpowered.  Any “taxes” to be on par with expected values should be folded into existing features instead of being presented as choices.
    • Tactical Focus: The core rules should focus primarily on overcoming immediate challenges with the tools at hand.  Strategic concerns such as supplies and long term resource management should largely be treated more as add-ons that can be used as needed.
    • Versatile Heroes: Each PC should be able to participate in a variety of challenges.  While being specialized in a certain field should be supported, PCs should still be able to do interesting things outside of a single speciality. This likely means putting options in bins.
    • Party Oriented: Each PC should be more effective as part of team than they are individually.  I’m planning on intentionally leaving a certain amount of design space for supporting party member synergy, such as improved effects for following up on an ally’s actions.  When combined with the automated balance and versatile heroes, this should lead to an emphasis on optimizing the party over optimizing the character.
    • DM Friendly: The system should have tools for making it easy to run the game and come up with new material on the fly.
    • Few Restrictions: Characters should not need to jump through a lot of hoops to get access to new options.  The amount of preplanning a character needs to expand in a new direction should be kept to a minimum.
    • Stunt Friendly: Improvised actions should be well supported and kept fairly on par with normal actions.
  • Mechanics: Rebuilt from the ground up.
    • Trimmed Down: The amount of core content should be kept low, both to make it easier for new players to pick up and to reduce my own workload.  This will most likely mean toolkit systems in the core book with flesh out examples provided in supplements.
    • Diverse Origins: Rule sources will not be limited to D&D.  I will pick freely from mechanics in other sources, including a few original ideas.  The focus will be on replicating the experience over copying the rules.  Likely alternate sources include Fantasy Craft, True20, Old School Hack, and possibly FATE.  Other suggestions are welcome.
    • Transparency: I will likely “show my work” for the game’s math and mechanics, either in posts or in a supplement.
  • Legal:
    • Open Source: I’m not interested in keeping a tight legal reign on the system.  The core system will likely use OGL or a similarly flexible license.

I’m planning on fleshing out some of these ideas over the next couple weeks. At worst, it will clear my head and get me back into practice with my games designs. Who knows, I might even get a full game out of it. I’m not particularly attached with tying this to the identity of 4E, so it’s likely this will end up having a similar relation to the above retro clones as Gamma World does to 4th edition D&D.

Published in: on July 9, 2012 at 9:35 pm  Leave a Comment  
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Wizards at the Gate

Now that I’ve done a first pass on warrior, I’d like to look at the classic book bound wizard.

Spell Gates

Central to this reworking is the idea of “spell gates”, magical constructs that release potent arcane effects when opened. These gates can be bound to a number of things, including arcane writing and even complex mental constructs.

Wizard Features

Basic Features

Tome Adept

When you spend an action to study writings, you can raise your affinity to any spell gate stored within the text. This affinity let you determine the nature of the gate and it’s effects. More powerful spell may take more affinity to fully comprehend.

You can only maintain affinity with one gate at a time. The amount of affinity generated depends on your level and the type of action used. The maximum affinity you can build up also increases with your level. Affinity fades when you focus your attention elsewhere for more than a round.

Arcane Key

You can use an action to open a spell gate. The cost and effects of opening a gate varies with the spells bound two it. Opening gates usually cost a point of stamina and an amount of affinity determined by the gate. Each gate will also have certain conditions that close the gate.

Arcane Gatekeeper

You can use an extended action to create a mental copy of a spell gate you have affinity with. The copied gate is then stored in your mind indefinitely or until dismissed with an extended action. You can build affinity with these gates at an accelerated rate by spending an action to focus on the gate. The gates can also be opened to release a spell effect. However, these mental gates are imperfect copies and will break when they close. Broken gates can not be reopened.

Most people can store only a small handful of spell gates within their minds. However, other features may increase this limit.

Advanced Features

Spell Expertise

Choose an area of expertise (ex. attack, defense, or exploration) and a spell school (ex. illusion or necromancy). When opening of that type and school, you can ignore the base stamina cost for doing so. You can also open and build affinity with those gates with the same action.

Arcane Immersion

You can expend this ability while building affinity with a spell gate. If you do, you must spend a point of stamina, but gain extra affinity with the gate and have your maximum affinity raised until the gate closes. This ability can be replenished by taking a few minutes to rest and refocus.


This gives us a nice flexible base for reworking the wizard. As is they can cast straight from tomes, but doing so is slower than casting from their held spells. They have a good amount of versatility, but must spend stamina and often take longer than a mundane skill user. Spell expertise brings them more on par with a mundane skill user, but only in a specialized field.

The “15 minute workday” problem is taken care of by the Arcane Immersion ability. It opens the way for storing spells more powerful than they could normally use (due to the affinity limit), but ensures that only one such spell can be unleashed per encounter. In fact, it’s likely that wizards in this system will only normally store 1 or 2 powerhouse spells, while keeping the rest of their slots “low level” to retain flexibility when they’re not using Arcane Immersion.

Published in: on May 2, 2012 at 9:43 pm  Leave a Comment  
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Warrior Redux

Last time I talked about some features I’d like to see in a dungeon delver’s bag of tricks. Today I’m like to show how those feature might be fleshed out. I’ll start by using the classic “fighting man” as the base.

Warrior Features

Weapon Training

Being trained with a weapon should bring the character’s ability to use that weapon up to a certain baseline and allow their ability to scale up as needed. I’d actually like the level of training to determine the degree of effectiveness while the weapon chosen determined how it does so. For example, a dagger and a battle axe might be equally effective given proper training, each just has different qualities that shape how it performs.

Defensive Training

This feature should ensure a certain baseline of protection while scaling up much like weapon training does. Currently, I’m toying with the idea that basic armor provides a certain minimal level of protection, but the players can create more potent armors by layering qualities onto it. The catch is that each quality that increases protection normally comes with a set back. Defensive training can remove those set backs, giving the character a net increase in their protection.

I may do something similar to support light or unarmored fighting styles. This may simply be a matter of adding traits that grant a bonus when a certain armor quality isn’t in use and capping the maximum protection bonus.

Stunt Expertise

The warrior should get start with a limited number of stunt effects they’ve mastered, such as knocking and enemy back or leaving them open to a follow up attack. When using a weapon to directly or indirectly perform the stunt, the warrior should be to reduce the “difficulty markup” for performing the stunt. This mark up covers any difficulty increase / use penalties applied because the action involved in creating the stunt seem difficult. The idea being an expert in a stunt can make it happen in nearly any circumstances. For example, a knock back expert can drive back even something larger and stronger than themselves by playing their blows right and taking advantage of the target’s movements.

At higher levels this should expand to letting the warrior pull off even legendary stunts without penalty. This includes opening up new stunts effects to master, such as breaking the ground with strikes. It should also allow the warrior to ignore increasingly large difficulty mark ups as previously impossible tasks start to loose meaning.

Strike Styles

This feature lets the user add a rider to their weapon strikes, with a limit of one per attack. Their main purpose is to keep things interesting even on a miss, so each style should have a special miss effect or grant an effect regardless of whether the user hits. These styles may also grant the option of using alternate attributes for accuracy and/or damage.

One interesting possibility is “pack leader” style which gives an ally a free shot when the initial attack misses.

Focused Abilities

This feature grants abilities either extra actions or the ability to augment other actions. However, each character can only use one focused ability per round, and most only once per round. Their purpose is to help support a certain play style or tempo. Possibilities for a warrior include:

  • Change Up: Boost the users actions so long as they keep attempting new maneuvers.
  • Follow Up: Grants a boost when using certain stunts on targets already suffering from certain conditions.
  • Gambit: Grants an extra or boosted attack of the enemy takes certain specified actions.

Heroic Recovery

The character can use this ability when damage would defeat them or drop them to 0 hp. The character immediately regain hp equal to their maximum value. Once used, this ability is exhausted until the character rests.

Most other classes should get a similar feature, but with roughly half the hp recover traded for another secondary effect. We can then link all such abilities to a shared pool, such as “resolve”. This effectively gives warriors extra hp indirectly (~1/3rd extra) while making it so multi-class character must choose between warrior toughness or the special perks of their other classes’ special abilities.

These abilities may also consume “stamina” which only recover after a longer rest. This couple give the GM the ability to wear down the party over repeated encounter while keeping “15 minute workdays” at bay by limiting the stamina they can burn through in a given battle.

Published in: on April 24, 2012 at 11:09 pm  Leave a Comment  
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